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