1uniform sampler2D m_Texture;
2uniform sampler2D m_BloomTex;
3uniform float m_BloomIntensity;
4
5varying vec2 texCoord;
6
7void main(){
8 vec4 colorRes = texture2D(m_Texture, texCoord);
9 vec4 bloom = texture2D(m_BloomTex, texCoord);
10 gl_FragColor = bloom * m_BloomIntensity + colorRes;
11}
12
13