layout(location=0) in vec2 TexCoord; layout(location=0) out vec4 FragColor; layout(binding=0) 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); }