From b7431f1066644d075277fbd87211f3ee3b486bc8 Mon Sep 17 00:00:00 2001 From: Thomas Debesse Date: Wed, 25 Feb 2026 20:03:47 +0100 Subject: [PATCH] cameraEffects: do the tone mapping operation before the color conversion --- src/engine/renderer/glsl_source/cameraEffects_fp.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/engine/renderer/glsl_source/cameraEffects_fp.glsl b/src/engine/renderer/glsl_source/cameraEffects_fp.glsl index e2a1dc8e58..8b243fdb44 100644 --- a/src/engine/renderer/glsl_source/cameraEffects_fp.glsl +++ b/src/engine/renderer/glsl_source/cameraEffects_fp.glsl @@ -84,11 +84,6 @@ void main() vec4 color = texture2D(u_CurrentMap, st); color *= u_GlobalLightFactor; - if ( u_SRGB ) - { - convertToSRGB( color.rgb ); - } - color.rgb *= u_Exposure; #if defined(r_highPrecisionRendering) && defined(HAVE_ARB_texture_float) @@ -99,6 +94,11 @@ void main() color.rgb = clamp( color.rgb, vec3( 0.0f ), vec3( 1.0f ) ); + if ( u_SRGB ) + { + convertToSRGB( color.rgb ); + } + #if defined(r_colorGrading) // apply color grading vec3 colCoord = color.rgb * 15.0 / 16.0 + 0.5 / 16.0;