varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float u_fExposure; uniform sampler2D u_sLightMap; const float gamma = 2.2; vec3 Heji_BurgessDawson(vec3 color) { color = max(vec3(0.0), color - 0.004); return (color * (6.2*color + 0.5)) / (color * (6.2*color + 1.7) + 0.06); } void main() { gl_FragColor = v_vColour*texture2D(gm_BaseTexture, v_vTexcoord); gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(gamma)); vec4 light = texture2D(u_sLightMap, v_vTexcoord); gl_FragColor.rgb = Heji_BurgessDawson(u_fExposure*gl_FragColor.rgb*light.rgb); }