r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
- // apply bloom brightness offset
- if(r_bloom.integer)
- r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
-
if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
// in sRGB fallback, behave similar to true sRGB: convert this
// value from linear to sRGB
R_Shadow_UpdateWorldLightSelection();
R_Bloom_StartFrame();
+
+ // apply bloom brightness offset
+ if(r_fb.bloomtexture[0])
+ r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
+
R_Water_StartFrame();
// now we probably have an fbo to render into