// exposure tone mapping // https://learnopengl.com/Advanced-Lighting/HDR uniform float exposure = 1.0; // [0.1 .. 5] out vec4 color; void main(void) { vec2 uv = TEXCOORD.st; vec4 HDR_color = texture2D(iChannel0, uv); // HDR_color, SRGB texture vec3 mapped = vec3(1.0) - exp(-HDR_color.xyz * exposure); color = vec4( mapped.xyz, HDR_color.a ); }