varying vec2 texPos;

uniform sampler2D tex;
uniform float brightnessValue;

OUTPUT

void main() {
	vec4 color = texture2D(tex, texPos);
	float t = (brightnessValue - 140.0) / 15.0;
	float brightness = exp2(t * 0.5);
	outColor = vec4(pow(color.rgb, vec3(1.0 / brightness)), 1.0);
}
