-import postprocess;
+import flat_effect;
-uniform sampler1D curve;
uniform ToneMapping
{
float exposure;
vec3 brightness_response;
};
+uniform sampler2D source;
+uniform sampler1D curve;
+
#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
void main()
{
vec4 incoming = texture(source, texcoord);