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Fix HDR 2D mention in Upgrading to Godot 4 page
Since Godot 4.2, rendering 2D in HDR is once again possible.
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tutorials/migrating/upgrading_to_godot_4.rst

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@@ -71,9 +71,10 @@ in future Godot releases:
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manually change it to GodotPhysics. There are no plans to re-add Bullet physics
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in core, but a third-party add-on could be created for it thanks to
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GDExtension.
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- Rendering in 2D is no longer performed in HDR, which means "overbright"
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modulate values have no visible effect. This is planned to be restored at some
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point in the future.
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- By default, rendering in 2D is no longer performed in HDR, which means
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"overbright" modulate values have no visible effect. Since Godot 4.2, you can
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enable the project setting :ref:`HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
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to perform 2D rendering in HDR. See also :ref:`doc_environment_and_post_processing_using_glow_in_2d`.
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- While rendering still happens in HDR in 3D when using the Forward Plus or
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Forward Mobile backends, Viewports cannot return HDR data anymore. This is
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planned to be restored at some point in the future.

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