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9 changes: 7 additions & 2 deletions examples/webgl_postprocessing_unreal_bloom_selective.html
Original file line number Diff line number Diff line change
Expand Up @@ -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 );

}

Expand Down Expand Up @@ -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,
Expand Down Expand Up @@ -153,6 +155,9 @@
bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {

bloomPass.strength = Number( value );
// Pass strength also to the mix shader so the final composite intensity matches
mixPass && mixPass.material && mixPass.material.uniforms && mixPass.material.uniforms.bloomStrength && ( mixPass.material.uniforms.bloomStrength.value = Number( value ) );

render();

} );
Expand Down