cleanup with minor tweaks
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80d4132510
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cd551a2bc1
@ -11,14 +11,15 @@ varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture1;
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uniform sampler2D u_texture2;
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void main() {
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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 lightFilterColor = texture2D(u_texture2, vTexCoord);
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vec4 result;
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result = origColor + blurredColor;
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gl_FragColor = result*vColor;
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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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@ -43,5 +43,5 @@ void main() {
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sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.035855;
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sum += texture2D(u_texture, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.014374;
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gl_FragColor = vec4(sum.rgb, 1.0);
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gl_FragColor = sum;
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}
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@ -1,15 +0,0 @@
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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@ -41,7 +41,7 @@ public class BloomShader implements Disposable {
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Gdx.app.error("Shader", brightFilterShader.getLog());
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}
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/gaussian_blur.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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if (!gaussianBlurShader.isCompiled()) {
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Gdx.app.error("Shader failed to compile gaussian blur shader", gaussianBlurShader.getLog());
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System.exit(1);
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@ -69,7 +69,6 @@ public class BloomShader implements Disposable {
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combineShader.begin();
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combineShader.setUniformi("u_texture1", 1);
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combineShader.setUniformi("u_texture2", 2);
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combineShader.end();
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gaussianBlurShader.begin();
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