uniform sampler2D colorTex; uniform float sx; void main (void) { vec3 bloom = vec3(0.0, 0.0, 0.0); const float hdrScale = 1.5; const int kernelSize = 10; const float invScale = 1.0 / (hdrScale * float(kernelSize)); for (int x = -kernelSize; x <= kernelSize; x++) { float s = gl_TexCoord[0].s + x * sx; float t = gl_TexCoord[0].t; vec3 color = texture2D(colorTex, vec2(s,t)).rgb; float luminance = dot(color, vec3(0.2125, 0.7154, 0.0721)); if (luminance > 1.0) { bloom += color * ((kernelSize+1) - abs(float(x))); } } gl_FragColor = vec4(bloom * invScale, 1.0); }