Fixed potential divide-by-zero in bloom shader
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@@ -10,6 +10,6 @@ void main(){
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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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vec4 combined = original + bloom;
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float mx = min(max(combined.r,max(combined.g,combined.b)), 1.0);
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gl_FragColor = vec4(combined.rgb / mx, mx);
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float mx = min(max(combined.r, max(combined.g, combined.b)), 1.0);
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gl_FragColor = vec4(combined.rgb / max(mx, 0.0001), mx);
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}
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