Space-Project/shaders/shader_bloom3.frag

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#version 330 core
out vec4 FragColor;
in vec2 vTexCoords;
uniform sampler2D scene;
uniform sampler2D bloomBlur;
void main()
{
const float gamma = 2.2;
vec3 hdrColor = texture(scene, vTexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
hdrColor += bloomColor; // additive blending
// tone mapping
vec3 result = vec3(1.0) - exp(-hdrColor * 1.0f);
// also gamma correct while we're at it
result = pow(result, vec3(1.0 / gamma));
FragColor = vec4(result, 1.0);
}