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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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@@ -2,13 +2,12 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D backgroundTex;
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uniform float bloomStrength;
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varying vec2 vUV;
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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vec4 bloom = texture2D(bloomTex, uv);
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return primary + bloom;
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}
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void main() {
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@@ -4,7 +4,6 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D paletteTex;
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uniform float bloomStrength;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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@@ -18,8 +17,8 @@ highp float rand( const in vec2 uv, const in float t ) {
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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vec4 bloom = texture2D(bloomTex, uv);
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return primary + bloom;
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}
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void main() {
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@@ -3,7 +3,6 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripeTex;
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uniform float ditherMagnitude;
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uniform float time;
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@@ -18,8 +17,8 @@ highp float rand( const in vec2 uv, const in float t ) {
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv) * bloomStrength;
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return min((primary + bloom) * (2.0 - bloomStrength), 1.0);
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vec4 bloom = texture2D(bloomTex, uv);
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return primary + bloom;
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}
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void main() {
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