#version 150 #define BLOOM_STRENGTH 0.25 #define OUTPUT_GAMMA 2.2 uniform sampler2D source[]; in Vertex { vec2 vTexCoord; }; out vec4 FragColor; // For debugging #define BLOOM_ONLY 0 #define CRT_PASS source[3] void main() { #if BLOOM_ONLY vec3 source = BLOOM_STRENGTH * texture(source[0], vTexCoord).rgb; #else vec3 source_ = 1.15 * texture(CRT_PASS, vTexCoord).rgb; vec3 bloom = texture(source[0], vTexCoord).rgb; source_ += BLOOM_STRENGTH * bloom; #endif FragColor = vec4(pow(clamp(source_, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0); }