In the t function, it is texture2D(textureSampler, p, m) and not texture2D(textureSampler, p/m).
Also, you should set a sampler which is using trilinear mapping, as the post process is relying on sampling the mipmaps (that’s the 3rd parameter of texture2D, which is really a textureLod in this case):
Yes, I have used the Glow and Bloom extensively. But I’m trying to get a more UE5 feel type of bloom/glow.
Going for those those sort of soft blurs, bleeding highlights, with no burnt whites.
Something like these: Example 1 Example 2 Example 3
What would you recommend to achieve that?
However, it still won’t work because the effect is not a post-process, it is a shader material that must be applied to meshes. You will also need to set a value for projectionMatrix, modelViewMatrix and tDiffuse.