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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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@@ -10,7 +10,7 @@ import { loadText, make1DTexture, makePassFBO, makePass } from "./utils.js";
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export default ({ regl, config }, inputs) => {
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const output = makePassFBO(regl, config.useHalfFloat);
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const { backgroundColor, ditherMagnitude } = config;
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const { backgroundColor, ditherMagnitude, bloomStrength } = config;
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const resurrectionPassFrag = loadText("shaders/glsl/resurrectionPass.frag.glsl");
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const render = regl({
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@@ -19,6 +19,7 @@ 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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},
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