/** * @file giFinalF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform sampler2DRect edgeMap; uniform vec2 screen_res; varying vec2 vary_fragcoord; void main() { vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); gl_FragColor = bloom + diff; //gl_FragColor.rgb = vec3(texture2DRect(edgeMap, vary_fragcoord.xy).a); }