in vec2 f_coords; layout(location = 0) out vec4 out_color; #texture (tex1, 0, RGB) uniform sampler2D tex1; #include void main() { vec2 texcoord = f_coords; vec3 hdr_color = texture(tex1, texcoord).xyz; out_color = tonemap(vec4(hdr_color, 1.0)); }