2013-12-19 19:32:50 +01:00

29 lines
559 B
GLSL

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