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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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@@ -71,7 +71,6 @@ export default ({ config, device, timeBuffer }) => {
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const configUniforms = structs.from(stripeShader.code).Config;
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configBuffer = makeUniformBuffer(device, configUniforms, {
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bloomStrength: config.bloomStrength,
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ditherMagnitude: config.ditherMagnitude,
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backgroundColor: colorToRGB(config.backgroundColor),
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cursorColor: colorToRGB(config.cursorColor),
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