#ifdef GL_ES precision mediump float; #endif // Samplers varying vec2 vUV; uniform sampler2D textureSampler; uniform sampler2D sceneSampler; // Parameters uniform vec2 screenSize; uniform float sceneIntensity; uniform float glowIntensity; uniform float highlightIntensity; void main(void) { vec4 orig = texture2D(sceneSampler, vUV); vec4 blur = texture2D(textureSampler, vUV); vec4 final = sceneIntensity * orig + glowIntensity * blur + highlightIntensity * blur.a; final.a = 1.0; gl_FragColor = final; }