#version 330

uniform sampler2D tex;
uniform float gamma, exposure;

in vec2 fragPosScreen;
out vec4 outputColor;

void main() {
    vec4 texColor = texture(tex, fragPosScreen);
	if (texColor.a < 1e-4)
		discard;

	outputColor = vec4(pow(texColor.rgb / exposure, vec3(1.0/gamma)), 1.0f);
}