29 lines
559 B
GLSL
29 lines
559 B
GLSL
uniform sampler2D inRTT;
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uniform sampler2D inBloom;
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uniform sampler2D inLum;
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varying vec2 uv;
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// declare external function
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vec4 toneMap(in vec4 inColour, in float lum);
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void main(void)
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{
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// Get main scene colour
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vec4 sceneCol = texture2D(inRTT, uv);
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// Get luminence value
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vec4 lum = texture2D(inLum, vec2(0.5, 0.5));
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// tone map this
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vec4 toneMappedSceneCol = toneMap(sceneCol, lum.r);
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// Get bloom colour
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vec4 bloom = texture2D(inBloom, uv);
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// Add scene & bloom
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gl_FragColor = vec4(toneMappedSceneCol.rgb + bloom.rgb, 1.0);
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}
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