varying vec2 vUv; uniform sampler2D blurTexture1; uniform sampler2D blurTexture2; uniform sampler2D blurTexture3; uniform sampler2D blurTexture4; uniform sampler2D blurTexture5; uniform sampler2D dirtTexture; uniform float bloomStrength; uniform float bloomRadius; uniform float bloomFactors[NUM_MIPS]; uniform vec3 bloomTintColors[NUM_MIPS]; uniform vec3 uTintColor; uniform float uTintStrength; float lerpBloomFactor(const in float factor) { float mirrorFactor = 1.2 - factor; return mix(factor, mirrorFactor, bloomRadius); } void main() { vec4 color = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) ); color.rgb = mix(color.rgb, uTintColor, uTintStrength); gl_FragColor = color; }