uniform sampler2D inRTT; uniform sampler2D inBloom; uniform sampler2D inLum; varying vec2 oUv0; #include "hdr_tonemap_util.glsl" void main(void) { // Get main scene colour vec4 sceneCol = texture2D(inRTT, oUv0); // 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, oUv0); // Add scene & bloom gl_FragColor = vec4(toneMappedSceneCol.rgb + bloom.rgb, 1.0); }