uniform sampler2D baseTexture; uniform sampler2D bloomTexture; uniform float exposure; uniform float bloomFactor; varying vec2 texCoordVar; void main(void) { float brightMax = 1.0; vec4 colorBloom = texture2D(bloomTexture, texCoordVar); vec4 color = texture2D(baseTexture, texCoordVar); float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0); color *= YD; color += colorBloom * bloomFactor; gl_FragColor = color; gl_FragColor.a = 1.0; }