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| uniform sampler2D colorTexture;
| uniform sampler2D bloomTexture;
| uniform bool glowOnly;
|
| varying vec2 v_textureCoordinates;
|
| void main(void)
| {
| vec4 color = texture2D(colorTexture, v_textureCoordinates);
|
| #ifdef CZM_SELECTED_FEATURE
| if (czm_selected()) {
| gl_FragColor = color;
| return;
| }
| #endif
|
| vec4 bloom = texture2D(bloomTexture, v_textureCoordinates);
| gl_FragColor = glowOnly ? bloom : bloom + color;
| }
|
|