Partial 7.0 merge - API preview
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@@ -7,7 +7,7 @@ varying vec2 v_texCoords;
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void main(){
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vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - bloom);
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gl_FragColor = original + bloom;
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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - bloom);
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gl_FragColor = original + bloom;
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}
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@@ -1,9 +0,0 @@
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uniform lowp sampler2D u_texture0;
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uniform lowp vec2 threshold;
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varying vec2 v_texCoords;
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void main(){
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vec4 tex = texture2D(u_texture0, v_texCoords);
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vec3 colors = (tex.rgb - threshold.r) * threshold.g * tex.a;
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gl_FragColor = vec4(colors, tex.a);
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}
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