Bloom
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17
core/assets/bloomshaders/maskedtreshold.fragment.glsl
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17
core/assets/bloomshaders/maskedtreshold.fragment.glsl
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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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void main()
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{
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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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