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Renaming the shaders again, because the extensions I gave them were confusing GitHub's syntax highlighting.
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14
shaders/imagePass.frag.glsl
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14
shaders/imagePass.frag.glsl
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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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varying vec2 vUV;
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void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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float brightness = pow(min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r, 1.5);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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}
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