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Fix tonemapping availability check
1 parent ea562bd commit c32cb25

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src/engine/renderer/tr_backend.cpp

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3361,14 +3361,15 @@ void RB_CameraPostFX()
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gl_cameraEffectsShader->SetUniform_InverseGamma( 1.0 / r_gamma->value );
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3364-
if ( r_highPrecisionRendering.Get() ) {
3364+
const bool tonemap = r_tonemap.Get() && r_highPrecisionRendering.Get() && glConfig2.textureFloatAvailable;
3365+
if ( tonemap ) {
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vec4_t tonemapParms { r_tonemapContrast.Get(), r_tonemapHighlightsCompressionSpeed.Get() };
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ComputeTonemapParams( tonemapParms[0], tonemapParms[1], r_tonemapHDRMax.Get(),
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r_tonemapDarkAreaPointHDR.Get(), r_tonemapDarkAreaPointLDR.Get(), tonemapParms[2], tonemapParms[3] );
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gl_cameraEffectsShader->SetUniform_TonemapParms( tonemapParms );
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gl_cameraEffectsShader->SetUniform_TonemapExposure( r_tonemapExposure.Get() );
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}
3371-
gl_cameraEffectsShader->SetUniform_Tonemap( r_highPrecisionRendering.Get() && r_tonemap.Get() );
3372+
gl_cameraEffectsShader->SetUniform_Tonemap( tonemap );
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// This shader is run last, so let it render to screen instead of
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// tr.mainFBO

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