
/*
 * This file contains functions related to tone mapping.
 */

#ifndef _TONE_MAPPING_GLSL
#define _TONE_MAPPING_GLSL

vec3 simpleReinhardToneMap(in vec3 hdrColor)
{
	return (hdrColor / (hdrColor + vec3(1.0)));
}

vec3 uncharted2_ToneMap(in vec3 hdrColor)
{
    const float A = 0.15;
	const float B = 0.50;
	const float C = 0.10;
	const float D = 0.20;
	const float E = 0.02;
	const float F = 0.30;

    return ((hdrColor * (A * hdrColor + C * B) + D * E) / (hdrColor * (A * hdrColor + B) + D * F)) - E / F;
}

#endif // _TONE_MAPPING_GLSL


/*
 * This file contains functions related to tone mapping.
 */

#ifndef _TONE_MAPPING_GLSL
#define _TONE_MAPPING_GLSL

vec3 simpleReinhardToneMap(in vec3 hdrColor)
{
	return (hdrColor / (hdrColor + vec3(1.0)));
}

vec3 uncharted2_ToneMap(in vec3 hdrColor)
{
	const float A = 0.15;
	const float B = 0.50;
	const float C = 0.10;
	const float D = 0.20;
	const float E = 0.02;
	const float F = 0.30;

	const vec3 exposureBias = vec3(3.0);
	hdrColor *= exposureBias;

	return ((hdrColor * (A * hdrColor + C * B) + D * E) / (hdrColor * (A * hdrColor + B) + D * F)) - E / F;
}

#endif // _TONE_MAPPING_GLSL

Increase the exposure so that it's not so dark
Increase the exposure so that it's not so dark
