#type vertex #version 430 layout(location = 0) in vec3 a_Position; layout(location = 1) in vec2 a_TexCoord; out vec2 v_TexCoord; void main() { vec4 position = vec4(a_Position.xy, 1.0, 1.0); v_TexCoord = a_TexCoord; gl_Position = position; } #type fragment #version 430 in vec2 v_TexCoord; uniform sampler2D u_Texture; layout(location=0) out vec4 outColor; uniform float u_Exposure; void main() { const float gamma = 2.2; const float pureWhite = 1.0; vec3 color = texture(u_Texture, v_TexCoord).rgb * u_Exposure; // Reinhard tonemapping operator. // see: "Photographic Tone Reproduction for Digital Images", eq. 4 float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722)); float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance); // Scale color by ratio of average luminances. vec3 mappedColor = (mappedLuminance / luminance) * color; // Gamma correction. outColor = vec4(pow(mappedColor, vec3(1.0/gamma)), 1.0); }