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Scale color output in the mobile renderer to provide HDR support
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@@ -374,6 +374,9 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
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layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
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layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
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// not used in clustered renderer but we share some code with the mobile renderer that requires this.
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const float sc_luminance_multiplier = 1.0;
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#include "scene_forward_clustered_inc.glsl"
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/* Varyings */
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