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