{
if (theDepth + uSphereMapForBack == 0) // view ray and map is hidden
{
- aTotalRadiance = pow (BackgroundColor().rgb, vec3 (2.f));
+ aTotalRadiance = BackgroundColor().rgb;
}
else
{
- aTotalRadiance = pow (FetchEnvironment (Latlong (theRay.Direct)).rgb, vec3 (2.f));
+ aTotalRadiance = FetchEnvironment (Latlong (theRay.Direct)).rgb;
}
+ #ifdef THE_SHIFT_sRGB
+ aTotalRadiance = pow (aTotalRadiance, vec3 (2.f));
+ #endif
}
return aTotalRadiance;