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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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@@ -50,7 +50,7 @@ export default ({ config, device, cameraTex, cameraAspectRatio, timeBuffer }) =>
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const mirrorShaderUniforms = structs.from(mirrorShader.code);
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const configUniforms = mirrorShaderUniforms.Config;
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configBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength: config.bloomStrength });
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configBuffer = makeUniformBuffer(device, configUniforms, { unused: 0 });
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sceneUniforms = mirrorShaderUniforms.Scene;
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sceneBuffer = makeUniformBuffer(device, sceneUniforms);
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