diff --git a/shaders/bloom.frag.glsl b/shaders/bloom.frag.glsl index 64967e8..f53f4aa 100644 --- a/shaders/bloom.frag.glsl +++ b/shaders/bloom.frag.glsl @@ -21,7 +21,6 @@ void main(void) { bloom += texture(blurSampler2, gl_FragCoord.xy/4).xyz; bloom += texture(blurSampler3, gl_FragCoord.xy/8).xyz; - color += bloom; - outColor = vec4(color + bloom*0.02f, 1.0); + outColor = vec4(color + bloom/4, 1.0); minMaxMean = vec3(0.2126*color.r + 0.7152*color.g + 0.0722*color.b); } diff --git a/shaders/hdr.frag.glsl b/shaders/hdr.frag.glsl index 866232b..0377c20 100644 --- a/shaders/hdr.frag.glsl +++ b/shaders/hdr.frag.glsl @@ -11,9 +11,9 @@ void main(void) { ivec2 pos = ivec2(gl_FragCoord.xy); vec3 color = texelFetch(colorSampler, pos).xyz; - vec3 mapped = (color-minMaxMean.r)/(minMaxMean.g-minMaxMean.r); + //vec3 mapped = (color-minMaxMean.r)/(minMaxMean.g-minMaxMean.r); // Exposure tone mapping - //vec3 mapped = vec3(1.0) - exp(-color * exposition); + vec3 mapped = vec3(1.0) - exp(-color * 0.5/minMaxMean.b); // Gamma correction mapped = pow(mapped, vec3(1.0 / gamma));