Update #24 - 1000s of optimizations, shared worlds on desktop
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@@ -34,7 +34,7 @@ void main() {
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float lumaHDR = textureLod(u_framebufferLumaAvgInput, vec2(0.5), 0.0).r;
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vec3 input3f = textureLod(u_lightingHDRFramebufferTexture, v_position2f, 0.0).rgb;
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input3f /= (0.1 + clamp(lumaHDR * 6.0, 0.2, 4.0));
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input3f /= (0.07 + clamp(lumaHDR * 6.0, 0.2, 4.0));
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input3f *= u_exposure3f;
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