Better bloom
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@@ -6,8 +6,10 @@ uniform lowp float OriginalIntensity;
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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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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - vec4(bloom.rgb, 0.0));
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gl_FragColor = 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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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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}
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