decent bloom system
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@@ -14,8 +14,8 @@ void main() {
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vec4 color = texture(u_texture, vTexCoord);
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float brightness = (color.r*0.2126) + (color.g*0.7152) + (color.b * 0.0722);
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if (brightness > 0.7) {
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gl_FragColor = color;
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if (brightness > 0.6) {
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gl_FragColor = color *0.75;
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} else {
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gl_FragColor = vec4(0.0);
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}
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@@ -11,18 +11,17 @@ varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture1;
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uniform float exposure;
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void main() {
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vec3 origColor = texture2D(u_texture, vTexCoord).rgb;
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vec3 blurredColor = texture2D(u_texture1, vTexCoord).rgb;
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const float gamma = 2.2;
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origColor += blurredColor; // additive blending
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// tone mapping
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vec3 result = vec3(1.0) - exp(-origColor * exposure);
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// also gamma correct while we're at it
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result = pow(result, vec3(1.0 / gamma));
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gl_FragColor = vec4(result, 1.0);
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vec4 origColor = texture2D(u_texture, vTexCoord);
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vec4 blurredColor = texture2D(u_texture1, vTexCoord);
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vec4 result;
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result = origColor + blurredColor;
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result.a = vColor.a;
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result.rgb *= vColor.rgb;
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gl_FragColor = result;
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}
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