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