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