[layout(std140)] struct ViewerData { projectionMatrix: mat4[f32], invProjectionMatrix: mat4[f32], viewMatrix: mat4[f32], invViewMatrix: mat4[f32], viewProjMatrix: mat4[f32], invViewProjMatrix: mat4[f32], renderTargetSize: vec2[f32], invRenderTargetSize: vec2[f32], eyePosition: vec3[f32] } external { [set(0), binding(0)] viewerData: uniform[ViewerData], [set(0), binding(1)] inputTexture: sampler2D[f32] } struct FragIn { [location(0)] uv: vec2[f32], } struct FragOut { [location(0)] color: vec4[f32] } struct VertIn { [location(0)] pos: vec2[f32], [location(1)] uv: vec2[f32], } struct VertOut { [location(0)] uv: vec2[f32], [builtin(position)] position: vec4[f32] } [entry(frag)] fn main(input: FragIn) -> FragOut { let exposure = 0.8; let hdrColor = inputTexture.Sample(input.uv).rgb; // reinhard tone mapping let mapped = vec3[f32](1.0, 1.0, 1.0) - exp(-hdrColor * exposure); let output: FragOut; output.color = vec4[f32](mapped, 1.0); return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = vec4[f32](input.pos, 0.0, 1.0); output.uv = input.uv; return output; }