Files
matrix/shaders/glsl/bloomPass.combine.frag.glsl

21 lines
494 B
GLSL

precision mediump float;
uniform sampler2D pyr_0;
uniform sampler2D pyr_1;
uniform sampler2D pyr_2;
uniform sampler2D pyr_3;
uniform sampler2D pyr_4;
uniform float bloomStrength;
varying vec2 vUV;
void main() {
vec4 total = vec4(0.);
total += texture2D(pyr_0, vUV) * 0.96549;
total += texture2D(pyr_1, vUV) * 0.92832;
total += texture2D(pyr_2, vUV) * 0.88790;
total += texture2D(pyr_3, vUV) * 0.84343;
total += texture2D(pyr_4, vUV) * 0.79370;
gl_FragColor = total * bloomStrength;
}