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/**
* Exposure shader
*/
const ExposureShader = {
name: 'ExposureShader',
uniforms: {
'tDiffuse': { value: null },
'exposure': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float exposure;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
gl_FragColor.rgb *= exposure;
}`
};
export { ExposureShader };
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