uniform float exposure; float _uncharted2Tonemap(float x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F; } /*vec4 applyToneMapping(vec4 color) { float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0)); return vec4(((color * e) / (1.0 + color * e)).rgb, 1.0); }*/ vec4 applyToneMapping(vec4 color) { float e = mix(exposure, exposure * 3.0, clamp(-sunDirection.y * 10.0, 0.0, 1.0)); float W = 11.2; float white_scale = 1.0 / _uncharted2Tonemap(W); vec4 result; result.r = pow(_uncharted2Tonemap(color.r * e) * white_scale, 1.0 / 2.2); result.g = pow(_uncharted2Tonemap(color.g * e) * white_scale, 1.0 / 2.2); result.b = pow(_uncharted2Tonemap(color.b * e) * white_scale, 1.0 / 2.2); result.a = 1.0; return result; }