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Repairing the bloom
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@@ -2,8 +2,6 @@ import { makePassFBO, makePass } from "./utils";
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import highPassFrag from '../../shaders/glsl/bloomPass.highPass.frag.glsl';
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import blurFrag from '../../shaders/glsl/bloomPass.blur.frag.glsl';
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import combineFrag from '../../shaders/glsl/bloomPass.combine.frag.glsl';
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import fsVert from '../../shaders/glsl/bloomPass.vert.glsl';
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// The bloom pass is basically an added high-pass blur.
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// The blur approximation is the sum of a pyramid of downscaled, blurred textures.
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@@ -13,136 +11,95 @@ const pyramidHeight = 5;
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// A pyramid is just an array of FBOs, where each FBO is half the width
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// and half the height of the FBO below it.
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const makePyramid = (regl, height, halfFloat) =>
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Array(height)
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.fill()
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.map((_) => makePassFBO(regl, halfFloat));
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Array(height)
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.fill()
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.map((_) => makePassFBO(regl, halfFloat));
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const resizePyramid = (pyramid, vw, vh, scale) =>
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pyramid.forEach((fbo, index) =>
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fbo.resize(
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Math.floor((vw * scale) / 2 ** index),
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Math.floor((vh * scale) / 2 ** index)
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)
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);
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pyramid.forEach((fbo, index) => fbo.resize(Math.floor((vw * scale) / 2 ** index), Math.floor((vh * scale) / 2 ** index)));
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export default ({ regl, config }, inputs) => {
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const { bloomStrength, bloomSize, highPassThreshold } = config;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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const { bloomStrength, bloomSize, highPassThreshold } = config;
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const enabled = bloomSize > 0 && bloomStrength > 0;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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return makePass({
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primary: inputs.primary,
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bloom: makePassFBO(regl),
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});
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}
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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return makePass({
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primary: inputs.primary,
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bloom: makePassFBO(regl),
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});
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}
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// Build three pyramids of FBOs, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// Build three pyramids of FBOs, one for each step in the process
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const highPassPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const hBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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// one big triangle that covers the whole screen
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const fullScreenTriangle = regl.buffer([
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-1, -1,
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3, -1,
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-1, 3,
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]);
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const commonDrawProps = {
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attributes: { aPosition: fullScreenTriangle },
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count: 3,
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};
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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...commonDrawProps,
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vert: fsVert,
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frag: regl.prop("frag"),
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uniforms: {
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highPassThreshold,
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tex: regl.prop("tex"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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frag: regl.prop("frag"),
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uniforms: {
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highPassThreshold,
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tex: regl.prop("tex"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight"),
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},
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framebuffer: regl.prop("fbo"),
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});
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const combine = regl({
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frag: regl.prop("frag"),
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uniforms: {
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bloomStrength,
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...Object.fromEntries(vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])),
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},
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framebuffer: output,
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});
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// A 2D gaussian blur is just a 1D blur done horizontally, then done vertically.
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://web.archive.org/web/20191124072602/https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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return makePass(
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{
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primary: inputs.primary,
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bloom: output,
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},
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Promise.all([highPassFrag.loaded, blurFrag.loaded]),
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, bloomSize);
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resizePyramid(hBlurPyramid, w, h, bloomSize);
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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(shouldRender) => {
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if (!shouldRender) {
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return;
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}
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const blur = regl({
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...commonDrawProps,
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vert: fsVert,
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frag: regl.prop("frag"),
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uniforms: {
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tex: regl.prop("tex"),
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direction: regl.prop("direction"),
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height: regl.context("viewportWidth"),
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width: regl.context("viewportHeight"),
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},
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framebuffer: regl.prop("fbo"),
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});
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, frag: highPassFrag, tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
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blur({ fbo: hBlurFBO, frag: blurFrag, tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, frag: blurFrag, tex: hBlurFBO, direction: [0, 1] });
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}
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// The pyramid of textures gets flattened (summed) into a final blurry "bloom" texture
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const combine = regl({
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...commonDrawProps,
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vert: fsVert,
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frag: regl.prop("frag"),
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uniforms: {
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bloomStrength,
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...Object.fromEntries(
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vBlurPyramid.map((fbo, index) => [`pyr_${index}`, fbo])
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),
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},
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framebuffer: output,
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});
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return makePass(
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{
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primary: inputs.primary,
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bloom: output,
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},
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// Promise.all([highPassFrag.loaded, blurFrag.loaded]),
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(w, h) => {
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// The blur pyramids can be lower resolution than the screen.
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resizePyramid(highPassPyramid, w, h, bloomSize);
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resizePyramid(hBlurPyramid, w, h, bloomSize);
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resizePyramid(vBlurPyramid, w, h, bloomSize);
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output.resize(w, h);
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},
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(shouldRender) => {
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if (!shouldRender) {
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return;
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}
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for (let i = 0; i < pyramidHeight; i++) {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({
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fbo: highPassFBO,
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frag: highPassFrag,
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tex: i === 0 ? inputs.primary : highPassPyramid[i - 1],
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});
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blur({
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fbo: hBlurFBO,
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frag: blurFrag,
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tex: highPassFBO,
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direction: [1, 0],
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});
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blur({
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fbo: vBlurFBO,
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frag: blurFrag,
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tex: hBlurFBO,
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direction: [0, 1],
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});
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}
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combine({ frag: combineFrag });
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}
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);
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combine({ frag: combineFrag });
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}
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);
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};
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@@ -1,10 +0,0 @@
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/* shaders/glsl/fullscreen.vert.glsl */
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precision mediump float;
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attribute vec2 aPosition; // will come from JS buffer
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varying vec2 vUV;
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void main () {
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vUV = aPosition * 0.5 + 0.5; // (‑1…1) → (0…1)
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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