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