smrendererv3/SMCode/SM.Base/PostEffects/Shaders/finalize_hdr.glsl

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GLSL

#version 330
in vec2 vTexture;
uniform sampler2D Scene;
uniform float Exposure;
uniform float Gamma;
layout(location = 0) out vec4 color;
void main() {
vec3 result = vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
color = vec4(pow(result, vec3(1 / Gamma)), 1);
}