1 | uniform sampler2D inRTT; |
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2 | uniform sampler2D inLum; |
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3 | uniform vec2 texelSize; |
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4 | |
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5 | varying vec2 uv; |
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6 | const vec4 BRIGHT_LIMITER = vec4(0.6, 0.6, 0.6, 0.0); |
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7 | |
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8 | // declare external function |
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9 | vec4 toneMap(in vec4 inColour, in float lum); |
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10 | |
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11 | void main(void) |
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12 | { |
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13 | vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); |
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14 | |
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15 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0)); |
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16 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0)); |
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17 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0)); |
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18 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0)); |
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19 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0)); |
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20 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0)); |
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21 | accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0)); |
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22 | accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0)); |
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23 | accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0)); |
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24 | |
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25 | // take average of 9 samples |
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26 | accum *= 0.1111111111111111; |
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27 | |
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28 | // Reduce bright and clamp |
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29 | accum = max(vec4(0.0, 0.0, 0.0, 1.0), accum - BRIGHT_LIMITER); |
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30 | |
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31 | // Sample the luminence texture |
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32 | vec4 lum = texture2D(inLum, vec2(0.5, 0.5)); |
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33 | |
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34 | // Tone map result |
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35 | gl_FragColor = toneMap(accum, lum.r); |
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36 | |
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37 | } |
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