#version 460 layout (location = 0) out vec4 frag_color; layout (location = 0) uniform sampler2D h_color; in VS_OUT { vec2 texcoord; } fs_in; void main() { vec3 hdr = texture(h_color, fs_in.texcoord).rgb; vec3 ldr = hdr / (hdr + vec3(1.0)); frag_color = vec4(pow(ldr, vec3(1.0/2.2)), 1.0); }