gl01/internal/asset/shader/world/output.frag

16 lines
290 B
GLSL

#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);
}