varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float u_fExposure; uniform sampler2D u_sLightMap; const float gamma = 2.2; vec3 Unreal3(vec3 color) { return color / (color + 0.155) * 1.019; } 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 = Unreal3(u_fExposure*gl_FragColor.rgb*light.rgb); }