qzdoom/wadsrc/static/shaders/glsl/exposurecombine.fp

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in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D ExposureTexture;
void main()
{
float light = texture(ExposureTexture, TexCoord).x;
float exposureAdjustment = 1.0 / max(ExposureBase + light * ExposureScale, ExposureMin);
FragColor = vec4(exposureAdjustment, 0.0, 0.0, ExposureSpeed);
}