#line 0 precision lowp float; varying lowp vec2 pos; uniform sampler2D f_color; uniform sampler2D f_depth; uniform sampler2D f_bloom; uniform ivec2 screenSize; void main(){ vec3 cc = texture2D(f_color, pos).rgb; gl_FragColor = vec4(max(cc, cc * vec3(0.5) + texture2D(f_bloom, pos).rgb), 1.0); }