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- 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);
- }
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