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- #define rendered texture0
- struct ExposureParams {
- float compensationFactor;
- };
- uniform sampler2D rendered;
- uniform mediump float bloomStrength;
- uniform ExposureParams exposureParams;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- #ifdef ENABLE_AUTO_EXPOSURE
- varying float exposure; // linear exposure factor, see vertex shader
- #endif
- void main(void)
- {
- vec2 uv = varTexCoord.st;
- vec3 color = texture2D(rendered, uv).rgb;
- // translate to linear colorspace (approximate)
- color = pow(color, vec3(2.2));
- color *= exposureParams.compensationFactor * bloomStrength;
- #ifdef ENABLE_AUTO_EXPOSURE
- color *= exposure;
- #endif
- gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
- }
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