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@@ -1,17 +1,9 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture1;
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uniform float BloomIntensity;
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uniform float OriginalIntensity;
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uniform lowp sampler2D u_texture0;
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uniform lowp sampler2D u_texture1;
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uniform lowp float BloomIntensity;
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uniform lowp float OriginalIntensity;
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varying MED vec2 v_texCoords;
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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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@@ -1,21 +1,14 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture;
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varying MED vec2 v_texCoords0;
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varying MED vec2 v_texCoords1;
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varying MED vec2 v_texCoords2;
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varying MED vec2 v_texCoords3;
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varying MED vec2 v_texCoords4;
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uniform lowp sampler2D u_texture;
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varying vec2 v_texCoords0;
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varying vec2 v_texCoords1;
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varying vec2 v_texCoords2;
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varying vec2 v_texCoords3;
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varying vec2 v_texCoords4;
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const float center = 0.2270270270;
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const float close = 0.3162162162;
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const float far = 0.0702702703;
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void main(){
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gl_FragColor = far * texture2D(u_texture, v_texCoords0)
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+ close * texture2D(u_texture, v_texCoords1)
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@@ -1,14 +1,8 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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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 color = texture2D(u_texture0, v_texCoords);
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if(color.r + color.g + color.b > 0.5 * 3.0){
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@@ -1,17 +1,9 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture1;
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uniform float BloomIntensity;
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uniform float OriginalIntensity;
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uniform lowp sampler2D u_texture0;
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uniform lowp sampler2D u_texture1;
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uniform lowp float BloomIntensity;
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uniform lowp float OriginalIntensity;
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varying MED vec2 v_texCoords;
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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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@@ -1,18 +1,13 @@
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#ifdef GL_ES
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#define MED mediump
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#else
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#define MED
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#endif
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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uniform vec2 dir;
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uniform vec2 size;
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varying MED vec2 v_texCoords0;
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varying MED vec2 v_texCoords1;
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varying MED vec2 v_texCoords2;
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varying MED vec2 v_texCoords3;
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varying MED vec2 v_texCoords4;
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varying vec2 v_texCoords0;
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varying vec2 v_texCoords1;
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varying vec2 v_texCoords2;
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varying vec2 v_texCoords3;
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varying vec2 v_texCoords4;
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const vec2 futher = vec2(3.2307692308, 3.2307692308);
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const vec2 closer = vec2(1.3846153846, 1.3846153846);
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@@ -1,21 +1,14 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture;
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varying MED vec2 v_texCoords0;
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varying MED vec2 v_texCoords1;
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varying MED vec2 v_texCoords2;
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varying MED vec2 v_texCoords3;
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varying MED vec2 v_texCoords4;
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uniform lowp sampler2D u_texture;
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varying vec2 v_texCoords0;
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varying vec2 v_texCoords1;
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varying vec2 v_texCoords2;
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varying vec2 v_texCoords3;
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varying vec2 v_texCoords4;
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const float center = 0.2270270270;
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const float close = 0.3162162162;
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const float far = 0.0702702703;
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void main(){
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gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
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+ close * texture2D(u_texture, v_texCoords1).rgb
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@@ -1,14 +1,6 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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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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@@ -1,11 +1,6 @@
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#ifdef GL_ES
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#define MED mediump
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#else
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#define MED
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#endif
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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varying MED vec2 v_texCoords;
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varying vec2 v_texCoords;
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void main(){
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v_texCoords = a_texCoord0;
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@@ -1,14 +1,6 @@
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#ifdef GL_ES
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#define LOWP lowp
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#define MED mediump
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precision lowp float;
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#else
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#define LOWP
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#define MED
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#endif
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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uniform lowp sampler2D u_texture0;
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uniform lowp vec2 threshold;
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varying mediump vec2 v_texCoords;
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void main(){
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gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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const float PI = 3.14159265359;
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const float MAX = 10000.0;
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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@@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec3 v_texCoords;
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@@ -1,7 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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@@ -1,7 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec4 u_ambient;
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@@ -1,7 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_col;
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void main(){
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@@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_col;
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varying vec4 v_position;
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8
core/assets/shaders/screenspace.frag
Normal file
@@ -0,0 +1,8 @@
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uniform sampler2D u_texture;
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varying vec2 v_texCoord;
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void main(){
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gl_FragColor = texture2D(u_texture, v_texCoord);
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}
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#endif
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#define MAX_HITS 64
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#define HIT_RADIUS 12.0
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#define ALPHA 0.18
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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precision mediump int;
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#endif
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//shades of slag
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#define S2 vec3(100.0, 93.0, 49.0) / 100.0
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#define S1 vec3(100.0, 60.0, 25.0) / 100.0
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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precision mediump int;
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#endif
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#define NSCALE 180.0 / 2.0
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uniform sampler2D u_texture;
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define step 3.0
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uniform sampler2D u_texture;
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@@ -1,8 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec2 u_campos;
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Before Width: | Height: | Size: 939 KiB |