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Right now when things get too close to lights, we get large white spots where the additive light goes over the maximum value.
A simple fix is to drop in John Hable's tone mapping function: https://github.com/davepagurek/everything/blob/master/src/commands/composite.js#L60-L68
We can add this into our createDrawObjects shader before setting gl_FragColor.
createDrawObjects
gl_FragColor
The text was updated successfully, but these errors were encountered:
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Right now when things get too close to lights, we get large white spots where the additive light goes over the maximum value.
A simple fix is to drop in John Hable's tone mapping function:
https://github.com/davepagurek/everything/blob/master/src/commands/composite.js#L60-L68
We can add this into our
createDrawObjects
shader before settinggl_FragColor
.The text was updated successfully, but these errors were encountered: