@@ -130,7 +130,7 @@ float3 ToneMap(in float3 f3Color, ToneMappingAttribs Attribs, float fAveLogLum)
130130 float3 whiteScale = float3(1.0, 1.0, 1.0) / Uncharted2Tonemap(float3(whitePoint, whitePoint, whitePoint));
131131 return curr*whiteScale;
132132 }
133- #elif TONE_MAPPING_MODE == TONE_MAPPING_FILMIC_ALU
133+ #elif TONE_MAPPING_MODE == TONE_MAPPING_MODE_FILMIC_ALU
134134 {
135135 // http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting
136136 float3 f3ToneMappedColor = max(f3ScaledColor - float3(0.004, 0.004, 0.004), float3(0.0, 0.0, 0.0));
@@ -139,13 +139,13 @@ float3 ToneMap(in float3 f3Color, ToneMappingAttribs Attribs, float fAveLogLum)
139139 // result has 1/2.2 gamma baked in
140140 return pow(f3ToneMappedColor, float3(2.2, 2.2, 2.2));
141141 }
142- #elif TONE_MAPPING_MODE == TONE_MAPPING_LOGARITHMIC
142+ #elif TONE_MAPPING_MODE == TONE_MAPPING_MODE_LOGARITHMIC
143143 {
144144 // http://www.mpi-inf.mpg.de/resources/tmo/logmap/logmap.pdf
145145 float fToneMappedLum = log10(1.0 + fScaledPixelLum) / log10(1.0 + whitePoint);
146146 return fToneMappedLum * pow(f3Color / fInitialPixelLum, Attribs.fLuminanceSaturation * float3(1.0, 1.0, 1.0));
147147 }
148- #elif TONE_MAPPING_MODE == TONE_MAPPING_ADAPTIVE_LOG
148+ #elif TONE_MAPPING_MODE == TONE_MAPPING_MODE_ADAPTIVE_LOG
149149 {
150150 // http://www.mpi-inf.mpg.de/resources/tmo/logmap/logmap.pdf
151151 float Bias = 0.85;
@@ -154,14 +154,14 @@ float3 ToneMap(in float3 f3Color, ToneMappingAttribs Attribs, float fAveLogLum)
154154 log(1.0 + fScaledPixelLum) / log( 2.0 + 8.0 * pow( fScaledPixelLum / whitePoint, log(Bias) / log(0.5)) );
155155 return fToneMappedLum * pow(f3Color / fInitialPixelLum, Attribs.fLuminanceSaturation * float3(1.0, 1.0, 1.0));
156156 }
157- #elif TONE_MAPPING_MODE == TONE_MAPPING_AGX
157+ #elif TONE_MAPPING_MODE == TONE_MAPPING_MODE_AGX
158158 {
159159 // https://iolite-engine.com/blog_posts/minimal_agx_implementation
160160 float3 f3ToneMappedColor = AgX(f3ScaledColor);
161161 f3ToneMappedColor = AgXEotf(f3ToneMappedColor);
162162 return f3ToneMappedColor;
163163 }
164- #elif TONE_MAPPING_MODE == TONE_MAPPING_AGX_CUSTOM
164+ #elif TONE_MAPPING_MODE == TONE_MAPPING_MODE_AGX_CUSTOM
165165 {
166166 // https://iolite-engine.com/blog_posts/minimal_agx_implementation
167167 // The constant was chosen experimentally to preserve the brightness when changing the tone mapper
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