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@@ -124,14 +124,9 @@ varying vec3 vDirectionW;\n\
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#endif\n\
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#include<reflectionFunction>\n\
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#endif\n\
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-#ifdef CAMERACOLORGRADING\n\
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-#include<colorGradingDefinition> \n\
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-#include<colorGrading>\n\
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-#endif\n\
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-#ifdef CAMERACOLORCURVES\n\
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-#include<colorCurvesDefinition>\n\
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-#include<colorCurves>\n\
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-#endif\n\
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+#include<imageProcessingDeclaration>\n\
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+#include<imageProcessingFunctions>\n\
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+\n\
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#include<bumpFragmentFunctions>\n\
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#include<clipPlaneFragmentDeclaration>\n\
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#include<logDepthDeclaration>\n\
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@@ -336,12 +331,18 @@ color.rgb+=lightmapColor;\n\
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#endif\n\
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#include<logDepthFragment>\n\
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#include<fogFragment>\n\
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-#ifdef CAMERACOLORGRADING\n\
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-color=colorGrades(color);\n\
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-#endif\n\
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-#ifdef CAMERACOLORCURVES\n\
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-color.rgb=applyColorCurves(color.rgb);\n\
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+\n\
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+// Apply image processing if relevant. As this applies in linear space, \n\
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+// We first move from gamma to linear.\n\
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+#ifdef IMAGEPROCESSINGPOSTPROCESS\n\
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+ color.rgb = toLinearSpace(color.rgb);\n\
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+#else\n\
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+ #ifdef IMAGEPROCESSING\n\
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+ color.rgb = toLinearSpace(color.rgb);\n\
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+ color = applyImageProcessing(color);\n\
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+ #endif\n\
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#endif\n\
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+\n\
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#[Fragment_Before_FragColor]\n\
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gl_FragColor=color;\n\
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}";
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