#import "Common/ShaderLib/MultiSample.glsllib" uniform COLORTEXTURE m_Texture; uniform sampler2D m_BloomTex; uniform float m_BloomIntensity; in vec2 texCoord; out vec4 fragColor; void main(){ vec4 colorRes = getColor(m_Texture,texCoord); vec4 bloom = texture2D(m_BloomTex, texCoord); fragColor = bloom * m_BloomIntensity + colorRes; }