#version 150 //------------------------------- //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; out vec4 fragColour; in vec2 texCoord[5]; void main() { vec4 sharp; vec4 blur; sharp = texture(RT, texCoord[0]); blur = texture(Blur1, texCoord[0]); fragColour = ( (blur * BlurWeight) + (sharp * OriginalImageWeight) ); //fragColour = vec4(0); }