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The primary and bloom textures are now combined with a weight so that fainter bloom doesn't create a fainter overall effect.
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@@ -65,7 +65,7 @@ const makePalette = (regl, entries) => {
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const palette = makePalette(regl, config.paletteEntries);
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const { backgroundColor, ditherMagnitude } = config;
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const palettePassFrag = loadText("shaders/glsl/palettePass.frag.glsl");
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@@ -75,6 +75,7 @@ export default ({ regl, config }, inputs) => {
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uniforms: {
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backgroundColor,
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ditherMagnitude,
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bloomStrength,
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tex: inputs.primary,
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bloomTex: inputs.bloom,
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palette,
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