uniform sampler2D baseTexture; uniform sampler2D bloomTexture; uniform float exposure; uniform float bloomFactor; void main(void) { float brightMax = 1.0; vec4 colorBloom = texture2D(bloomTexture, gl_TexCoord[0].st); vec4 color = texture2D(baseTexture,gl_TexCoord[0].st); color += colorBloom * bloomFactor; // color = colorBloom * bloomFactor; float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0); gl_FragColor = color * YD; gl_FragColor.a = 1.0; }