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All non-trivial shaders are now loaded from files.
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20
shaders/glsl/bloomPass.combine.frag.glsl
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20
shaders/glsl/bloomPass.combine.frag.glsl
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precision mediump float;
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uniform sampler2D pyr_0;
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uniform sampler2D pyr_1;
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uniform sampler2D pyr_2;
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uniform sampler2D pyr_3;
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uniform sampler2D pyr_4;
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uniform float bloomStrength;
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varying vec2 vUV;
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void main() {
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vec4 total = vec4(0.);
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total += texture2D(pyr_0, vUV) * 0.96549;
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total += texture2D(pyr_1, vUV) * 0.92832;
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total += texture2D(pyr_2, vUV) * 0.88790;
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total += texture2D(pyr_3, vUV) * 0.84343;
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total += texture2D(pyr_4, vUV) * 0.79370;
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gl_FragColor = total * bloomStrength;
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}
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