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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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@@ -1,5 +1,4 @@
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struct Config {
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bloomStrength : f32;
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pyramidHeight : f32;
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};
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@@ -63,5 +62,5 @@ struct ComputeInput {
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sum = sum + textureSampleLevel( tex4, linearSampler, uv, i + 1.0 ) * weight;
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}
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textureStore(outputTex, coord, sum * config.bloomStrength);
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textureStore(outputTex, coord, sum);
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}
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