#version 450 #extension GL_GOOGLE_include_directive : require layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outColor; layout (set = 0, binding = 1) uniform UniformBufferPass { float exposure; float gamma; } pass; layout (set = 0, binding = 2) uniform samplerCube samplerEnv; #include "include/tonemap.glsl" void main() { vec3 color = tonemap(textureLod(samplerEnv, inUVW, 1.5)).rgb; outColor = vec4(color * 1.0, 1.0); }