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