in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) uniform sampler2D SceneTexture; layout(binding=1) uniform sampler2D ExposureTexture; 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)); }