HDRProcess.frag 288 B

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  1. uniform sampler2D screenColorBuffer;
  2. uniform float exposure;
  3. varying vec2 texCoordVar;
  4. void main(void)
  5. {
  6. float brightMax = 1.0;
  7. float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
  8. gl_FragColor = texture2D(screenColorBuffer, texCoordVar) * YD;
  9. gl_FragColor.a = 1.0;
  10. }