HDRProcessBloom.frag 465 B

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  1. uniform sampler2D baseTexture;
  2. uniform sampler2D bloomTexture;
  3. uniform float exposure;
  4. uniform float bloomFactor;
  5. varying vec2 texCoordVar;
  6. void main(void)
  7. {
  8. float brightMax = 1.0;
  9. vec4 colorBloom = texture2D(bloomTexture, texCoordVar);
  10. vec4 color = texture2D(baseTexture, texCoordVar);
  11. float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
  12. color *= YD;
  13. color += colorBloom * bloomFactor;
  14. gl_FragColor = color;
  15. gl_FragColor.a = 1.0;
  16. }