 		return tonemap_reinhard(color, white);
 	} else if (params.tonemapper == TONEMAPPER_FILMIC) {
 		return tonemap_filmic(color, white);
-	} else { //aces
+	} else { // TONEMAPPER_ACES
 		return tonemap_aces(color, white);
 	}
 }

		color += screen_space_dither(gl_FragCoord.xy);
	}

	color = apply_tonemapping(color, params.white);

	color = linear_to_srgb(color); // regular linear -> SRGB conversion


}

vec3 tonemap_reinhard(vec3 color, float white) {
	return (white * color + color) / (color * white + white);
}

