#define rendered texture0
uniform sampler2D rendered;
-uniform mediump float exposureFactor = 2.5;
-uniform float bloomLuminanceThreshold = 1.0;
+uniform mediump float exposureFactor;
+uniform float bloomLuminanceThreshold;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
uniform sampler2D rendered;
uniform sampler2D bloom;
-uniform mediump float exposureFactor = 2.5;
-uniform lowp float bloomIntensity = 1.0;
+uniform mediump float exposureFactor;
+uniform lowp float bloomIntensity;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
centroid varying vec2 varTexCoord;
#endif
-#if ENABLE_BLOOM
+#ifdef ENABLE_BLOOM
vec4 applyBloom(vec4 color, vec2 uv)
{
float bias = bloomIntensity;
vec4 bloom = texture2D(bloom, uv);
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 && uv.y < 0.5)
return vec4(bloom.rgb, color.a);
if (uv.x < 0.5)
#endif
-#if ENABLE_TONE_MAPPING
+#ifdef ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
// translate to linear colorspace (approximate)
color.rgb = pow(color.rgb, vec3(2.2));
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
}
-#if ENABLE_BLOOM
+#ifdef ENABLE_BLOOM
color = applyBloom(color, uv);
#endif
-#if ENABLE_BLOOM_DEBUG
+#ifdef ENABLE_BLOOM_DEBUG
if (uv.x > 0.5 || uv.y > 0.5)
#endif
{
-#if ENABLE_TONE_MAPPING
+#ifdef ENABLE_TONE_MAPPING
color = applyToneMapping(color);
#else
color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR;