uniform sampler2D inRTT; uniform sampler2D inLum; uniform vec2 texelSize; varying vec2 uv; const vec4 BRIGHT_LIMITER = vec4(0.6, 0.6, 0.6, 0.0); // declare external function vec4 toneMap(in vec4 inColour, in float lum); void main(void) { vec4 accum = vec4(0.0, 0.0, 0.0, 0.0); accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, -1.0)); accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 0.0)); accum += texture2D(inRTT, uv + texelSize * vec2(-1.0, 1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 0.0, 1.0)); accum += texture2D(inRTT, uv + texelSize * vec2( 1.0, 1.0)); // take average of 9 samples accum *= 0.1111111111111111; // Reduce bright and clamp accum = max(vec4(0.0, 0.0, 0.0, 1.0), accum - BRIGHT_LIMITER); // Sample the luminence texture vec4 lum = texture2D(inLum, vec2(0.5, 0.5)); // Tone map result gl_FragColor = toneMap(accum, lum.r); }