__shdBulbTonemapBadGamma.fsh 342 B

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  1. varying vec2 v_vTexcoord;
  2. varying vec4 v_vColour;
  3. uniform float u_fExposure;
  4. uniform sampler2D u_sLightMap;
  5. void main()
  6. {
  7. gl_FragColor = v_vColour*texture2D(gm_BaseTexture, v_vTexcoord);
  8. vec4 light = texture2D(u_sLightMap, v_vTexcoord);
  9. gl_FragColor.rgb = clamp(u_fExposure*gl_FragColor.rgb*light.rgb, 0.0, 1.0);
  10. }