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Moving bloom strength math to the combine steps, and fixing a redundant multiply issue in the REGL based renderer
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@@ -20,7 +20,7 @@ const makePyramid = (device, size, pyramidHeight) =>
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.map((_, index) =>
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makeComputeTarget(
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device,
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size.map((x) => Math.floor(x * 2 ** -(index + 1)))
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size.map((x) => Math.floor(x * 2 ** -index))
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)
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);
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@@ -97,7 +97,7 @@ export default ({ config, device }) => {
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vBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [0, 1] });
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const combineUniforms = structs.from(combineShader.code).Config;
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combineBuffer = makeUniformBuffer(device, combineUniforms, { pyramidHeight });
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combineBuffer = makeUniformBuffer(device, combineUniforms, { pyramidHeight, bloomStrength });
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})();
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const build = (screenSize, inputs) => {
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