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out vec4 frag_color;
in vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform sampler2D bloomBlurredMap;
uniform float bloomStrength;
uniform float bloomClampValue;
void main()
{
vec4 hdrColor = texture(diffuseMap, vary_texcoord0);
vec4 bloomColor = texture(bloomBlurredMap, vary_texcoord0);
vec4 result = hdrColor;
result.rgb += bloomStrength * bloomColor.rgb;
result.rgb = clamp(result.rgb, vec3(0.0), vec3(bloomClampValue));
frag_color = result;
}
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