#version 330 in vec2 vTexture; uniform sampler2D renderedTexture; uniform sampler2D Bloom; uniform float Exposure; uniform bool HDR; layout(location = 0) out vec4 color; void main() { vec3 result = texture(Bloom, vTexture).rgb; if (!HDR) { result = vec3(1.0) - exp(-result * Exposure); } result += texture(renderedTexture, vTexture).rgb; color = vec4(result, 1); }