armory/raw/combine_pass/combine_pass.frag.glsl
2016-10-12 17:52:27 +02:00

32 lines
546 B
GLSL

#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D tex2;
in vec2 texCoord;
out vec4 fragColor;
const float exposure = 1.0;
const float gamma = 2.2;
void main() {
vec3 col = texture(tex, texCoord).rgb;
vec3 col2 = texture(tex2, texCoord).rgb;
// Additive blending
col += col2;
// Tone mapping
// vec3 result = vec3(1.0) - exp(-col * exposure);
// Gamma correction
// result = pow(result, vec3(1.0 / gamma));
// fragColor.rgb = result;
fragColor.rgb = col;
}