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Fix a stupid bug in bloom
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@ -10,7 +10,7 @@ precision mediump int;
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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float amount = 0.75; // suitable range = 0.00 - 1.00
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float amount = 0.60; // suitable range = 0.00 - 1.00
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float power = 0.5; // suitable range = 0.0 - 1.0
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void main()
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@ -19,20 +19,20 @@ void main()
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vec4 sum = vec4(0);
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vec3 bloom;
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for(int i= -2 ;i < 2; i++)
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for(int i= -3 ;i < 3; i++)
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{
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sum += texture2D(sampler0, v_texcoord0 + vec2(-1, i)*0.004) * amount;
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sum += texture2D(sampler0, v_texcoord0 + vec2(0, i)*0.004) * amount;
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sum += texture2D(sampler0, v_texcoord0 + vec2(1, i)*0.004) * amount;
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}
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if (color.r < 0.3)
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if (color.r < 0.3 && color.g < 0.3 && color.b < 0.3)
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{
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bloom = sum.xyz*sum.xyz*0.012 + color;
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}
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else
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{
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if (color.r < 0.5)
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if (color.r < 0.5 && color.g < 0.5 && color.b < 0.5)
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{
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bloom = sum.xyz*sum.xyz*0.009 + color;
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}
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