uniform sampler2D colorTexture; uniform sampler2D bloomTexture; uniform bool glowOnly; varying vec2 v_textureCoordinates; void main(void) { vec4 color = texture2D(colorTexture, v_textureCoordinates); #ifdef CZM_SELECTED_FEATURE if (czm_selected()) { gl_FragColor = color; return; } #endif vec4 bloom = texture2D(bloomTexture, v_textureCoordinates); gl_FragColor = glowOnly ? bloom : bloom + color; }