1 | #version 110
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2 |
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3 | varying vec2 v_tex;
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4 | uniform sampler2D renderedTex;
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5 | uniform vec2 texSize;
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6 |
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7 | void main()
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8 | {
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9 | #if BLOOM_NOP
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10 | gl_FragColor = texture2D(renderedTex, v_tex);
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11 | gl_FragColor.a = 1.0;
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12 | #endif
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13 |
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14 | #if BLOOM_PASS_H
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15 | vec4 colour = vec4(0.0);
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16 | vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y);
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17 |
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18 | for (int i = 0; i < 6; ++i)
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19 | {
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20 | colour += texture2D(renderedTex, v_tex_offs);
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21 | v_tex_offs += vec2(0.004, 0.0);
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22 | }
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23 |
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24 | gl_FragColor.rgb = colour.rgb / 6.0;
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25 | gl_FragColor.a = 1.0;
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26 | #endif
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27 |
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28 | #if BLOOM_PASS_V
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29 | vec4 colour = vec4(0.0);
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30 | vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01);
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31 |
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32 | for (int i = 0; i < 6; ++i)
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33 | {
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34 | colour += texture2D(renderedTex, v_tex_offs);
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35 | v_tex_offs += vec2(0.0, 0.004);
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36 | }
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37 |
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38 | gl_FragColor.rgb = colour.rgb / 6.0;
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39 | gl_FragColor.a = 1.0;
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40 | #endif
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41 | }
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