#version 100 precision mediump int; precision mediump float; uniform sampler2D inRTT; uniform sampler2D inBloom; uniform sampler2D inLum; varying vec2 uv; const float MIDDLE_GREY = 0.72; const float FUDGE = 0.001; const float L_WHITE = 1.5; /** Tone mapping function @note Only affects rgb, not a @param inColour The HDR colour @param lum The scene lumninence @returns Tone mapped colour */ vec4 toneMap(in vec4 inColour, in float lum) { // From Reinhard et al // "Photographic Tone Reproduction for Digital Images" // Initial luminence scaling (equation 2) inColour.rgb *= MIDDLE_GREY / (FUDGE + lum); // Control white out (equation 4 nom) inColour.rgb *= (1.0 + inColour.rgb / L_WHITE); // Final mapping (equation 4 denom) inColour.rgb /= (1.0 + inColour.rgb); return inColour; } void main(void) { // Get main scene colour vec4 sceneCol = texture2D(inRTT, uv); // Get luminence value vec4 lum = texture2D(inLum, vec2(0.5, 0.5)); // tone map this vec4 toneMappedSceneCol = toneMap(sceneCol, lum.r); // Get bloom colour vec4 bloom = texture2D(inBloom, uv); // Add scene & bloom gl_FragColor = vec4(toneMappedSceneCol.rgb + bloom.rgb, 1.0); }