OpenGL2: Shader optimization, and add dither to tonemap.
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@@ -15,7 +15,7 @@ vec3 GetValues(vec2 offset, vec3 current)
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#ifdef FIRST_PASS
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#if defined(USE_PBR)
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minAvgMax = pow(minAvgMax, vec3(2.2));
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minAvgMax *= minAvgMax;
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#endif
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float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
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