uniform sampler2D m_Texture; | |
uniform sampler2D m_BloomTex; | |
uniform float m_BloomIntensity; | |
varying vec2 texCoord; | |
void main(){ | |
vec4 colorRes = texture2D(m_Texture, texCoord); | |
vec4 bloom = texture2D(m_BloomTex, texCoord); | |
gl_FragColor = bloom * m_BloomIntensity + colorRes; | |
} | |