14 lines
368 B
GLSL
14 lines
368 B
GLSL
// exposure tone mapping
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// https://learnopengl.com/Advanced-Lighting/HDR
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uniform float exposure; // min:0.1 max:5 set:1
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out vec4 color;
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void main(void) {
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vec2 uv = TEXCOORD.st;
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vec4 HDR_color = texture2D(iChannel0, uv); // HDR_color, SRGB texture
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vec3 mapped = vec3(1.0) - exp(-HDR_color.xyz * exposure);
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color = vec4( mapped.xyz, HDR_color.a );
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}
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