precision mediump float; uniform sampler2D pyr_0; uniform sampler2D pyr_1; uniform sampler2D pyr_2; uniform sampler2D pyr_3; uniform sampler2D pyr_4; uniform float bloomStrength; varying vec2 vUV; void main() { vec4 total = vec4(0.); total += texture2D(pyr_0, vUV) * 0.96549; total += texture2D(pyr_1, vUV) * 0.92832; total += texture2D(pyr_2, vUV) * 0.88790; total += texture2D(pyr_3, vUV) * 0.84343; total += texture2D(pyr_4, vUV) * 0.79370; gl_FragColor = total * bloomStrength; }