/** * 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 };