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matrix/shaders/glsl/imagePass.frag.glsl

22 lines
605 B
GLSL

precision mediump float;
uniform sampler2D tex;
uniform sampler2D bloomTex;
uniform sampler2D backgroundTex;
uniform float bloomStrength;
varying vec2 vUV;
vec4 getBrightness(vec2 uv) {
vec4 primary = texture2D(tex, uv);
vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
}
void main() {
vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
// Combine the texture and bloom, then blow it out to reveal more of the image
vec4 brightness = getBrightness(vUV);
gl_FragColor = vec4(bgColor * (brightness.r + brightness.g * 2.0), 1.0);
}