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varying vec2 v_TexCoord[4];
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uniform sampler2D g_Texture0;
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uniform float g_BloomStrength; // {"material":"bloomstrength","default":2,"range":[0,4]}
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uniform float g_BloomThreshold; // {"material":"bloomthreshold","default":0.65,"range":[0,0.999]}
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uniform vec3 g_BloomTint; // {"material":"bloomtint","default":"1 1 1"}
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void main() {
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vec3 albedo = texSample2D(g_Texture0, v_TexCoord[0]).rgb +
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texSample2D(g_Texture0, v_TexCoord[1]).rgb +
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texSample2D(g_Texture0, v_TexCoord[2]).rgb +
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texSample2D(g_Texture0, v_TexCoord[3]).rgb;
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albedo *= 0.25;
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float scale = max(max(albedo.x, albedo.y), albedo.z);
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albedo *= saturate(scale - g_BloomThreshold);
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// http://stackoverflow.com/a/34183839
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float grayscale = dot(vec3(0.2989, 0.5870, 0.1140), albedo);
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float sat = 1.0;
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albedo = -grayscale * sat + albedo * (1.0 + sat);
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gl_FragColor = vec4(max(CAST3(0), albedo * g_BloomStrength * g_BloomTint), 1.0);
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}
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