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https://github.com/FMS-Cat/condition.git
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aesthetic: improve bloom
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@@ -2,6 +2,14 @@
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precision highp float;
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const float OFFSET1 = 1.411764705882353;
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const float OFFSET2 = 3.2941176470588234;
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const float OFFSET3 = 5.176470588235294;
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const float CONTRIBUTION0 = 0.1964825501511404;
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const float CONTRIBUTION1 = 0.2969069646728344;
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const float CONTRIBUTION2 = 0.09447039785044732;
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const float CONTRIBUTION3 = 0.010381362401148057;
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in vec2 vUv;
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out vec4 fragColor;
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@@ -21,15 +29,19 @@ void main() {
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vec2 bv = halfTexel * ( isVert ? vec2( 0.0, 1.0 ) : vec2( 1.0, 0.0 ) );
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vec4 sum = vec4( 0.0 );
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sum += 0.2270270270 * texture( sampler0, vUv );
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vec2 suv = clamp( vUv - bv * 1.3846153846, clampMin, clampMax );
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sum += 0.3162162162 * texture( sampler0, suv );
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suv = clamp( vUv + bv * 1.3846153846, clampMin, clampMax );
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sum += 0.3162162162 * texture( sampler0, suv );
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suv = clamp( vUv - bv * 3.2307692308, clampMin, clampMax );
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sum += 0.0702702703 * texture( sampler0, suv );
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suv = clamp( vUv + bv * 3.2307692308, clampMin, clampMax );
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sum += 0.0702702703 * texture( sampler0, suv );
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sum += CONTRIBUTION0 * texture( sampler0, vUv );
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vec2 suv = clamp( vUv - bv * OFFSET1, clampMin, clampMax );
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sum += CONTRIBUTION1 * texture( sampler0, suv );
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suv = clamp( vUv + bv * OFFSET1, clampMin, clampMax );
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sum += CONTRIBUTION1 * texture( sampler0, suv );
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suv = clamp( vUv - bv * OFFSET2, clampMin, clampMax );
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sum += CONTRIBUTION2 * texture( sampler0, suv );
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suv = clamp( vUv + bv * OFFSET2, clampMin, clampMax );
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sum += CONTRIBUTION2 * texture( sampler0, suv );
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suv = clamp( vUv - bv * OFFSET3, clampMin, clampMax );
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sum += CONTRIBUTION3 * texture( sampler0, suv );
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suv = clamp( vUv + bv * OFFSET3, clampMin, clampMax );
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sum += CONTRIBUTION3 * texture( sampler0, suv );
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fragColor = vec4( sum.xyz, 1.0 );
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}
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