var composeBloomPS = `
#ifdef BLOOM
uniform sampler2D bloomTexture;
uniform float bloomIntensity;
vec3 dBloom;
vec3 applyBloom(vec3 color, vec2 uv) {
dBloom = texture2DLod(bloomTexture, uv, 0.0).rgb;
return color + dBloom * bloomIntensity;
}
#endif
`;
export { composeBloomPS as default };