#version 430 core uniform float exposition; uniform sampler2D sunTexture; in vec2 TexCoords; out vec4 outColor; void main() { vec3 textureColor = texture(sunTexture, TexCoords).xyz; vec3 adjustedColor = textureColor * exposition; outColor = vec4(clamp(adjustedColor, 0.0, 1.0), 1.0); }