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https://github.com/ZDoom/gzdoom-gles.git
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ce50b0e46b
Works for most shaders, except SSAO.
12 lines
336 B
GLSL
12 lines
336 B
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D ExposureTexture;
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void main()
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{
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float light = texture(ExposureTexture, TexCoord).x;
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float exposureAdjustment = 1.0 / max(ExposureBase + light * ExposureScale, ExposureMin);
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FragColor = vec4(exposureAdjustment, 0.0, 0.0, ExposureSpeed);
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}
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