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Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
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@@ -28,7 +28,7 @@ export default (regl, config, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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// The high pass restricts the blur to bright things in our input texture.
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const highPassFrag = loadText("shaders/highPass.frag");
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const highPassFrag = loadText("shaders/highPass.frag.glsl");
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const highPass = regl({
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frag: regl.prop("frag"),
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uniforms: {
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@@ -43,7 +43,7 @@ export default (regl, config, inputs) => {
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// by blurring them all, this basic blur approximates a more complex gaussian:
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// https://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom
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const blurFrag = loadText("shaders/blur.frag");
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const blurFrag = loadText("shaders/blur.frag.glsl");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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