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Bloom fix
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@ -11,5 +11,11 @@ uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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varying MED vec2 v_texCoords;
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void main()
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void main()
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{
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{
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gl_FragColor = (texture2D(u_texture0, v_texCoords) - vec4(threshold.r)) * threshold.g;
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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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gl_FragColor = color;
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}else{
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gl_FragColor = vec4(0.0);
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}
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//gl_FragColor = (texture2D(u_texture0, v_texCoords) - vec4(threshold.r)) * threshold.g;
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}
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}
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