17 lines
360 B
GLSL

#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 = texture(m_BloomTex, texCoord);
fragColor = bloom * m_BloomIntensity + colorRes;
}