diff --git a/examples/webgl_postprocessing_unreal_bloom_selective.html b/examples/webgl_postprocessing_unreal_bloom_selective.html index 20235ae0d9f189..e3781e624ae505 100644 --- a/examples/webgl_postprocessing_unreal_bloom_selective.html +++ b/examples/webgl_postprocessing_unreal_bloom_selective.html @@ -30,12 +30,13 @@ uniform sampler2D baseTexture; uniform sampler2D bloomTexture; + uniform float bloomStrength; varying vec2 vUv; void main() { - gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) ); + gl_FragColor = ( texture2D( baseTexture, vUv ) + texture2D( bloomTexture, vUv ) * bloomStrength ); } @@ -116,7 +117,8 @@ new THREE.ShaderMaterial( { uniforms: { baseTexture: { value: null }, - bloomTexture: { value: bloomComposer.renderTarget2.texture } + bloomTexture: { value: bloomComposer.renderTarget2.texture }, + bloomStrength: { value: params.strength } }, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent, @@ -153,6 +155,8 @@ bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) { bloomPass.strength = Number( value ); + mixPass.material.uniforms.bloomStrength.value = bloomPass.strength; + render(); } );