Bugfixes
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@@ -14,9 +14,8 @@ uniform float OriginalIntensity;
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varying MED vec2 v_texCoords;
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void main(){
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vec3 original = texture2D(u_texture0, v_texCoords).rgb;
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vec3 bloom = texture2D(u_texture1, v_texCoords).rgb * BloomIntensity;
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original = OriginalIntensity * (original - original * bloom);
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gl_FragColor.rgb = original + bloom;
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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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}
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