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21 lines
524 B
GLSL
21 lines
524 B
GLSL
precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform sampler2D backgroundTex;
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varying vec2 vUV;
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vec4 getBrightness(vec2 uv) {
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vec4 primary = texture2D(tex, uv);
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vec4 bloom = texture2D(bloomTex, uv);
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return primary + bloom;
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}
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void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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vec4 brightness = getBrightness(vUV);
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gl_FragColor = vec4(bgColor * (brightness.r + brightness.g * 2.0), 1.0);
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}
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