#shader vertex #version 460 core layout(location = 0) in vec3 VertexPosition; layout(location = 1) in vec2 UVPosition; out flat vec2 UV; void main() { UV = UVPosition; gl_Position = vec4(VertexPosition, 1.0f); } #shader fragment #version 460 core uniform sampler2D u_Source; uniform float u_Gamma; uniform float u_Exposure; in vec2 UV; out vec4 FragColor; vec3 aces(vec3 x) { const float a = 2.51; const float b = 0.03; const float c = 2.43; const float d = 0.59; const float e = 0.14; return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0); } void main() { vec3 color = texture(u_Source, UV).rgb; //color = vec3(1.0) - exp(-color * u_Exposure); // reinhard //color = color / (color + vec3(1.0)); // gamma correct //color = pow(color, vec3(1.0 / u_Gamma)); FragColor = vec4(color, 1.0); }