//------------------------------- //Bloom_ps20.glsl // Blends using weights the blurred image with the sharp one // Params: // OriginalImageWeight // BlurWeight //------------------------------- uniform sampler2D RT; uniform sampler2D Blur1; uniform float OriginalImageWeight; uniform float BlurWeight; varying vec2 texCoord; void main() { vec4 sharp; vec4 blur; sharp = texture2D( RT, texCoord); blur = texture2D( Blur1, texCoord); gl_FragColor = ( (blur * BlurWeight) + (sharp * OriginalImageWeight) ); //gl_FragColor = vec4(0); }