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Oops, fixing the URLs for the shaders
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@@ -25,7 +25,7 @@ export default (regl, config, inputs) => {
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const vBlurPyramid = makePyramid(regl, pyramidHeight, config.useHalfFloat);
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const output = makePassFBO(regl, config.useHalfFloat);
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const highPassFrag = loadText("../shaders/highPass.frag");
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const highPassFrag = loadText("shaders/highPass.frag");
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// The high pass restricts the blur to bright things in our input texture.
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const highPass = regl({
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@@ -41,7 +41,7 @@ export default (regl, config, inputs) => {
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// The FBO pyramid's levels represent separate levels of detail;
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// by blurring them all, this 3x1 blur approximates a more complex gaussian.
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const blurFrag = loadText("../shaders/blur.frag");
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const blurFrag = loadText("shaders/blur.frag");
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const blur = regl({
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frag: regl.prop("frag"),
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uniforms: {
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