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https://github.com/ZDoom/gzdoom-gles.git
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ad7aaa8f2a
OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
12 lines
318 B
GLSL
12 lines
318 B
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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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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