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