#version 450 core layout( location = 0 ) uniform sampler2D u_MainInput; layout( location = 1 ) uniform sampler2D u_BlurInput; layout( location = 2 ) uniform vec2 u_OutputSize; layout( location = 3 ) uniform vec2 u_Parameters; layout( location = 0 ) out vec3 color; void main( void ) { vec2 tmp = gl_FragCoord.xy / u_OutputSize; float f = u_Parameters.x; color = textureLod( u_MainInput , tmp , 0 ).rgb; vec3 bloom = vec3( 0 ); for ( int i = 0 ; i < 6 ; i ++ ) { bloom += f * textureLod( u_BlurInput , tmp , i ).rgb; f = pow( f , u_Parameters.y + 1 ); } color = color + bloom / 2.2; color = color / ( color + 1. ); color = pow( color , vec3( 1.0 / 2.2 ) ); }