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- 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;
- }
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