- uniform sampler2D screenColorBuffer;
- uniform float exposure;
- void main(void)
- {
- float brightMax = 1.0;
- float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
- gl_FragColor = texture2D(screenColorBuffer,gl_TexCoord[0].st) * YD;
- gl_FragColor.a = 1.0;
- }
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