HDRProcessBloom.frag 477 B

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  1. uniform sampler2D baseTexture;
  2. uniform sampler2D bloomTexture;
  3. uniform float exposure;
  4. uniform float bloomFactor;
  5. void main(void)
  6. {
  7. float brightMax = 1.0;
  8. vec4 colorBloom = texture2D(bloomTexture, gl_TexCoord[0].st);
  9. vec4 color = texture2D(baseTexture,gl_TexCoord[0].st);
  10. color += colorBloom * bloomFactor;
  11. // color = colorBloom * bloomFactor;
  12. float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
  13. gl_FragColor = color * YD;
  14. gl_FragColor.a = 1.0;
  15. }