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; }