1 #define rendered texture0
4 uniform sampler2D rendered;
5 uniform sampler2D bloom;
6 uniform mediump float exposureFactor;
7 uniform lowp float bloomIntensity;
8 uniform lowp float saturation;
11 varying mediump vec2 varTexCoord;
13 centroid varying vec2 varTexCoord;
18 vec4 applyBloom(vec4 color, vec2 uv)
20 vec3 light = texture2D(bloom, uv).rgb;
21 #ifdef ENABLE_BLOOM_DEBUG
22 if (uv.x > 0.5 && uv.y < 0.5)
23 return vec4(light, color.a);
27 color.rgb = mix(color.rgb, light, bloomIntensity);
33 #if ENABLE_TONE_MAPPING
35 /* Hable's UC2 Tone mapping parameters
43 equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
46 vec3 uncharted2Tonemap(vec3 x)
48 return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
51 vec4 applyToneMapping(vec4 color)
53 const float exposureBias = 2.0;
54 color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
55 // Precalculated white_scale from
56 //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
57 vec3 whiteScale = vec3(1.036015346);
58 color.rgb *= whiteScale;
62 vec3 applySaturation(vec3 color, float factor)
64 // Calculate the perceived luminosity from the RGB color.
65 // See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
66 float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
67 return mix(vec3(brightness), color, factor);
73 vec2 uv = varTexCoord.st;
74 vec4 color = texture2D(rendered, uv).rgba;
76 // translate to linear colorspace (approximate)
77 color.rgb = pow(color.rgb, vec3(2.2));
79 #ifdef ENABLE_BLOOM_DEBUG
80 if (uv.x > 0.5 || uv.y > 0.5)
83 color.rgb *= exposureFactor;
88 color = applyBloom(color, uv);
91 #ifdef ENABLE_BLOOM_DEBUG
92 if (uv.x > 0.5 || uv.y > 0.5)
95 #if ENABLE_TONE_MAPPING
96 color = applyToneMapping(color);
97 color.rgb = applySaturation(color.rgb, saturation);
101 color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
103 // return to sRGB colorspace (approximate)
104 color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
106 gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.