#version 430 core layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BloomColor; uniform vec3 color; uniform float exposition; out vec4 outColor; void main() { outColor = vec4(vec3(1.0) - exp(-color*exposition),1); //outColor = vec4(color, 1.0); float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722)); if(brightness > 1.0) BloomColor = vec4(FragColor.rgb, 1.0); else BloomColor = vec4(0.0, 0.0, 0.0, 1.0); BloomColor = vec4(color, 1.0); }