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