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/**
* @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);
}
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