#version 430 layout (binding = 0) uniform sampler2D Texture0; layout (binding = 1)uniform sampler2D Texture1; in VertexData{ vec2 TextureCoordinate; }Input; out vec4 sceneColor; out vec4 bloomColor; void main() { vec4 texel0 = texture(Texture0, Input.TextureCoordinate); vec4 texel1 = texture(Texture1, Input.TextureCoordinate); float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a; texel1_total = ceil(clamp(texel1_total, 0, 1)); vec4 result0 = texel0 * (1.0 - texel1_total); vec4 result1 = texel1 * texel1_total; //vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total); //float res = 1.0 - texel1_total; //vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0); sceneColor = result1; bloomColor = vec4(0.0, 0.0, 0.0, 0.0); }