in vec2 TexCoord; out vec4 FragColor; uniform sampler2D SceneTexture; uniform sampler2D ExposureTexture; uniform vec2 Scale; uniform vec2 Offset; void main() { float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x; vec4 color = texture(SceneTexture, Offset + TexCoord * Scale); FragColor = max(vec4((color.rgb + vec3(0.001)) * exposureAdjustment - 1, 1), vec4(0)); }