applyBloomEffectFragmentShader top-level property

ShaderObject applyBloomEffectFragmentShader
final

Implementation

final ShaderObject applyBloomEffectFragmentShader = ShaderObject("BloomPassF")
  ..AddVaryingVars([vTexUV])
  ..AddUniformVars([uTexture, uTexture2, uScale, uColor])
  ..SetBody([
    """
void main() {
	${oFragColor} = texture(${uTexture}, ${vTexUV}) +
	                ${uScale} *
	                vec4(${uColor}, 1.0) *
	                texture(${uTexture2}, ${vTexUV});
}
"""
  ]);