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- 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;
- }
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