can someone help ?
uniform sampler2D bgl_RenderedTexture;
uniform float retinex;
vec4 sample( in vec2 coord )
{
return texture2D(bgl_RenderedTexture, coord )*0.5*texture2D(bgl_RenderedTexture, coord )*0.5;
}
void main(void)
{
vec4 bloom = vec4(0);
int j;
int i;
for( i= -5 ;i < 5; i++)
{
for (j = -5; j < 5; j++)
{
bloom += sample (gl_TexCoord[0].st + vec2(j, i)*0.003) * 0.06;
}
}
vec4 value = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
vec4 pow_value = pow(value,(bloom*retinex));
gl_FragColor = pow_value*value;
}