#define rendered texture0 struct ExposureParams { float compensationFactor; }; uniform sampler2D rendered; uniform mediump float bloomStrength; uniform ExposureParams exposureParams; #ifdef GL_ES varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif varying float exposure; void main(void) { vec2 uv = varTexCoord.st; vec3 color = texture2D(rendered, uv).rgb; // translate to linear colorspace (approximate) color = pow(color, vec3(2.2)); color *= pow(2., exposure) * exposureParams.compensationFactor * bloomStrength; gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image. }