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| 1 | uniform sampler2D inRTT; |
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| 2 | uniform sampler2D inBloom; |
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| 3 | uniform sampler2D inLum; |
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| 4 | |
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| 5 | varying vec2 uv; |
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| 6 | |
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| 7 | // declare external function |
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| 8 | vec4 toneMap(in vec4 inColour, in float lum); |
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| 9 | |
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| 10 | void main(void) |
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| 11 | { |
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| 12 | // Get main scene colour |
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| 13 | vec4 sceneCol = texture2D(inRTT, uv); |
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| 14 | |
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| 15 | // Get luminence value |
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| 16 | vec4 lum = texture2D(inLum, vec2(0.5, 0.5)); |
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| 17 | |
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| 18 | // tone map this |
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| 19 | vec4 toneMappedSceneCol = toneMap(sceneCol, lum.r); |
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| 20 | |
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| 21 | // Get bloom colour |
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| 22 | vec4 bloom = texture2D(inBloom, uv); |
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| 23 | |
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| 24 | // Add scene & bloom |
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| 25 | gl_FragColor = vec4(toneMappedSceneCol.rgb + bloom.rgb, 1.0); |
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| 26 | |
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| 27 | } |
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| 28 | |
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