varying vec2 v_TexCoord; uniform sampler2D g_Texture0; uniform vec2 g_HDRParams; vec3 _srgb(vec3 v) { return max(1.055 * pow(v, 0.416666667) - 0.055, 0.0); } void main() { vec4 albedo = texSample2D(g_Texture0, v_TexCoord); albedo.rgb = _srgb(albedo.rgb / g_HDRParams.x); gl_FragColor = albedo; }