$input v_texcoord0 /* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" SAMPLER2D(s_albedo, 0); SAMPLER2D(s_light, 1); void main() { vec3 hdrColor = texture2D(s_albedo, v_texcoord0).rgb; hdrColor += texture2D(s_light, v_texcoord0).rgb; // instead of some fancy tonemapping operator, we just clamp it, to keep it simple. vec3 finalColor = clamp(hdrColor, 0.0, 1.0); float g = 2.2; gl_FragColor = vec4(pow(finalColor, vec3(1.0 / g, 1.0 / g, 1.0 / g) ), 1.0); }