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- #define rendered texture0
- #define bloom texture1
- struct ExposureParams {
- float compensationFactor;
- };
- uniform sampler2D rendered;
- uniform sampler2D bloom;
- uniform ExposureParams exposureParams;
- uniform lowp float bloomIntensity;
- uniform lowp float saturation;
- #ifdef GL_ES
- varying mediump vec2 varTexCoord;
- #else
- centroid varying vec2 varTexCoord;
- #endif
- varying float exposure;
- #ifdef ENABLE_BLOOM
- vec4 applyBloom(vec4 color, vec2 uv)
- {
- vec3 light = texture2D(bloom, uv).rgb;
- #ifdef ENABLE_BLOOM_DEBUG
- if (uv.x > 0.5 && uv.y < 0.5)
- return vec4(light, color.a);
- if (uv.x < 0.5)
- return color;
- #endif
- color.rgb = mix(color.rgb, light, bloomIntensity);
- return color;
- }
- #endif
- #if ENABLE_TONE_MAPPING
- /* Hable's UC2 Tone mapping parameters
- A = 0.22;
- B = 0.30;
- C = 0.10;
- D = 0.20;
- E = 0.01;
- F = 0.30;
- W = 11.2;
- equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
- */
- vec3 uncharted2Tonemap(vec3 x)
- {
- return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
- }
- vec4 applyToneMapping(vec4 color)
- {
- const float exposureBias = 2.0;
- color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
- //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
- vec3 whiteScale = vec3(1.036015346);
- color.rgb *= whiteScale;
- return color;
- }
- vec3 applySaturation(vec3 color, float factor)
- {
- // Calculate the perceived luminosity from the RGB color.
- // See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
- float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
- return mix(vec3(brightness), color, factor);
- }
- #endif
- void main(void)
- {
- vec2 uv = varTexCoord.st;
- vec4 color = texture2D(rendered, uv).rgba;
- // translate to linear colorspace (approximate)
- color.rgb = pow(color.rgb, vec3(2.2));
- #ifdef ENABLE_BLOOM_DEBUG
- if (uv.x > 0.5 || uv.y > 0.5)
- #endif
- {
- color.rgb *= exposure * exposureParams.compensationFactor;
- }
- #ifdef ENABLE_BLOOM
- color = applyBloom(color, uv);
- #endif
- #ifdef ENABLE_BLOOM_DEBUG
- if (uv.x > 0.5 || uv.y > 0.5)
- #endif
- {
- #if ENABLE_TONE_MAPPING
- color = applyToneMapping(color);
- color.rgb = applySaturation(color.rgb, saturation);
- #endif
- }
- color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
- // return to sRGB colorspace (approximate)
- color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
- gl_FragColor = vec4(color.rgb, 1.0); // force full alpha to avoid holes in the image.
- }
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