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out vec4 frag_color;
in vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform sampler2D bloomBlurredMap;
uniform float bloomStrength;
void main()
{
vec4 hdrColor = texture(diffuseMap, vary_texcoord0);
vec3 bloomColor = texture(bloomBlurredMap, vary_texcoord0).rgb;
vec4 result = vec4(0.0);
result.r = min(hdrColor.r + bloomStrength * bloomColor.r, 1.0);
result.g = min(hdrColor.g + bloomStrength * bloomColor.g, 1.0);
result.b = min(hdrColor.b + bloomStrength * bloomColor.b, 1.0);
result.a = hdrColor.a;
//bloomColor += hdrColor.rgb;
frag_color = result;
}
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