source:
data/trunk/programs/hdr_finalToneMapping.glsl
Last change on this file was 7708, checked in by dafrick, 14 years ago | |
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File size: 559 bytes |
Rev | Line | |
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[5312] | 1 | uniform sampler2D inRTT; |
2 | uniform sampler2D inBloom; | |
3 | uniform sampler2D inLum; | |
4 | ||
5 | varying vec2 uv; | |
6 | ||
7 | // declare external function | |
8 | vec4 toneMap(in vec4 inColour, in float lum); | |
9 | ||
10 | void main(void) | |
11 | { | |
12 | // Get main scene colour | |
13 | vec4 sceneCol = texture2D(inRTT, uv); | |
14 | ||
15 | // Get luminence value | |
16 | vec4 lum = texture2D(inLum, vec2(0.5, 0.5)); | |
17 | ||
18 | // tone map this | |
19 | vec4 toneMappedSceneCol = toneMap(sceneCol, lum.r); | |
20 | ||
21 | // Get bloom colour | |
22 | vec4 bloom = texture2D(inBloom, uv); | |
23 | ||
24 | // Add scene & bloom | |
25 | gl_FragColor = vec4(toneMappedSceneCol.rgb + bloom.rgb, 1.0); | |
26 | ||
27 | } | |
28 |
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