 uniform sampler2D tex;
+uniform vec4 tint = vec4(1,1,1,1);
 
 void main (void)
 {

		//This is bloomed blur 
	color = vec4( lum1*(basecolor.r*exposure),lum1*(basecolor.g*exposure),lum1*(basecolor.b*exposure),color.a );
		//This is normal blur 
	//color = vec4( lum1,lum1,lum1,color.a );
	
    gl_FragColor = color;
}

	
	// desaturate, luminosity forumla
	float lum = (0.299 * color.r) + (0.587 * color.g) + (0.114 * color.b);
	vec4 basecolor = vec4( lum*tint.r,lum*tint.g,lum*tint.b,color.a );

	vec4 accum;
	float amount = 0.006;
