#version 430 core uniform vec3 color; uniform float exposition; uniform sampler2D sunTexture; in vec2 TexCoords; out vec4 outColor; void main() { vec4 texColor = texture(sunTexture, TexCoords); vec3 brightColor = texColor.rgb * 4.0; outColor = vec4(vec3(1.0) - exp(-brightColor*exposition),texColor.a); }