 }
 
 vec3 tonemap_reinhard(vec3 color, float white) {
-	// Ensure color values are positive.
-	// They can be negative in the case of negative lights, which leads to undesired behavior.
-	color = max(vec3(0.0), color);
-
 	return (white * color + color) / (color * white + white);
 }
 

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

		color += screen_space_dither(gl_FragCoord.xy);
	}

	// Ensure color values passed to tonemappers are positive.
	// They can be negative in the case of negative lights, which leads to undesired behavior.
	color = apply_tonemapping(max(vec3(0.0), color), params.white);

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

