varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float u_fExposure; uniform sampler2D u_sLightMap; const float gamma = 2.2; 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 = pow(u_fExposure*gl_FragColor.rgb*light.rgb, vec3(1.0/gamma)); }