18 lines
370 B
GLSL
18 lines
370 B
GLSL
#version 430
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precision highp float;
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out vec4 frag_color;
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in vec2 tex_coords;
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uniform sampler2D screen_texture;
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void main()
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{
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vec3 hdr_color = texture(screen_texture, tex_coords).rgb;
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vec3 tone_mapped_color = hdr_color / (hdr_color + vec3(1.0));
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tone_mapped_color = pow(tone_mapped_color, vec3(1.0/2.2));
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frag_color = vec4(tone_mapped_color, 1.0);
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}
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