#version 430 core uniform float exposition; uniform sampler2D sunTexture; out vec4 outColor; in vec2 TexCoords; void main() { vec3 textureColor = texture2D(sunTexture, TexCoords).xyz; vec3 adjustedColor = 1.0 - exp(-textureColor * exposition); // Output the color with unchanged alpha outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0); //outColor = vec4(textureColor*min(1,exposition), 1.0); }