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