uniform lowp sampler2D u_texture0;
uniform lowp sampler2D u_texture1;
uniform lowp float BloomIntensity;
uniform lowp float OriginalIntensity;

varying vec2 v_texCoords;

void main(){
	vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
	vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
    original = original *  (vec4(1.0) - bloom);
 	gl_FragColor =  original + bloom;
}