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- prevent excessively bright pixels as this is actually visible on a HDR monitor
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@ -7,6 +7,8 @@ layout(binding=1) uniform sampler2D DitherTexture;
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vec4 ApplyGamma(vec4 c)
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{
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c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light
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vec3 valgray;
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if (GrayFormula == 0)
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valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;
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