mirror of
https://github.com/italicsjenga/slang-shaders.git
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231 lines
7.9 KiB
Text
231 lines
7.9 KiB
Text
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Bloom Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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} params;
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#include "mame_parameters.inc"
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float Level0Weight = global.level0weight;
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float Level1Weight = global.level1weight;
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float Level2Weight = global.level2weight;
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float Level3Weight = global.level3weight;
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float Level4Weight = global.level4weight;
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float Level5Weight = global.level5weight;
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float Level6Weight = global.level6weight;
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float Level7Weight = global.level7weight;
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float Level8Weight = global.level8weight;
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int BloomBlendMode = int(global.bloomblendmode); // 0 brighten, 1 darken
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float BloomScale = global.bloomscale;
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vec3 BloomOverdrive = vec3(global.bloomoverdrive_r, global.bloomoverdrive_g, global.bloomoverdrive_b);
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float E = 2.7182817f;
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const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(vec2 seed)
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{
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// irrationals for pseudo randomness
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vec2 i = vec2(Gelfond, GelfondSchneider);
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return fract(cos(dot(seed, i)) * 123456.0f);
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}
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//-----------------------------------------------------------------------------
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// Bloom Vertex Shader
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//-----------------------------------------------------------------------------
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 BloomCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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BloomCoord = vTexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 BloomCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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#define BloomSamplerA Source
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#define BloomSamplerB Source
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#define BloomSamplerC Source
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#define BloomSamplerD Source
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#define BloomSamplerE Source
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#define BloomSamplerF Source
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#define BloomSamplerG Source
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#define BloomSamplerH Source
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// vector screen uses twice -1 as many bloom levels
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#define BloomSamplerI Source
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#define BloomSamplerJ Source
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#define BloomSamplerK Source
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#define BloomSamplerL Source
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#define BloomSamplerM Source
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#define BloomSamplerN Source
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#define BloomSamplerO Source
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vec3 GetNoiseFactor(vec3 n, float random)
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{
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// smaller n become more noisy
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vec3 NoiseFactor;
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NoiseFactor.x = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.x));
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NoiseFactor.y = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.y));
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NoiseFactor.z = 1.0f + random * max(0.0f, 0.25f * pow(E, -8. * n.z));
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return NoiseFactor;
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}
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void main()
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{
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if(!BloomToggle)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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else
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{
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vec3 texel = textureLod(DiffuseSampler, vTexCoord, 0.0).rgb;
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vec3 texelA = textureLod(BloomSamplerA, BloomCoord.xy, 1.0).rgb;
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vec3 texelB = textureLod(BloomSamplerB, BloomCoord.xy, 2.0).rgb;
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vec3 texelC = textureLod(BloomSamplerC, BloomCoord.xy, 3.0).rgb;
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vec3 texelD = textureLod(BloomSamplerD, BloomCoord.xy, 4.0).rgb;
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vec3 texelE = textureLod(BloomSamplerE, BloomCoord.xy, 5.0).rgb;
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vec3 texelF = textureLod(BloomSamplerF, BloomCoord.xy, 6.0).rgb;
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vec3 texelG = textureLod(BloomSamplerG, BloomCoord.xy, 7.0).rgb;
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vec3 texelH = textureLod(BloomSamplerH, BloomCoord.xy, 8.0).rgb;
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vec3 texelI = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelJ = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelK = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelL = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelM = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelN = vec3(0.0f, 0.0f, 0.0f);
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vec3 texelO = vec3(0.0f, 0.0f, 0.0f);
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// vector screen uses twice -1 as many bloom levels
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if (VectorScreen)
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{
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texelI = textureLod(BloomSamplerI, BloomCoord.xy, 1.0).rgb;
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texelJ = textureLod(BloomSamplerJ, BloomCoord.xy, 1.0).rgb;
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texelK = textureLod(BloomSamplerK, BloomCoord.xy, 1.0).rgb;
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texelL = textureLod(BloomSamplerL, BloomCoord.xy, 1.0).rgb;
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texelM = textureLod(BloomSamplerM, BloomCoord.xy, 1.0).rgb;
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texelN = textureLod(BloomSamplerN, BloomCoord.xy, 1.0).rgb;
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texelO = textureLod(BloomSamplerO, BloomCoord.xy, 1.0).rgb;
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}
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vec3 blend;
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// brighten
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if (BloomBlendMode < 0.5)
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{
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vec3 bloom = vec3(0.0f, 0.0f, 0.0f);
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texel *= Level0Weight;
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if (VectorScreen)
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{
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bloom += texelA * Level1Weight;
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bloom += texelB * Level2Weight;
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bloom += texelC * Level3Weight;
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bloom += texelD * Level4Weight;
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bloom += texelE * Level5Weight;
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bloom += texelF * Level6Weight;
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bloom += texelG * Level7Weight;
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bloom += texelH * Level8Weight;
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}
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// vector screen uses twice -1 as many bloom levels
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else
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{
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bloom += texelA * (Level1Weight);
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bloom += texelB * (Level1Weight + Level2Weight) * 0.5f;
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bloom += texelC * (Level2Weight);
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bloom += texelD * (Level2Weight + Level3Weight) * 0.5f;
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bloom += texelE * (Level3Weight);
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bloom += texelF * (Level3Weight + Level4Weight) * 0.5f;
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bloom += texelG * (Level4Weight);
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bloom += texelH * (Level4Weight + Level5Weight) * 0.5f;
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bloom += texelI * (Level5Weight);
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bloom += texelJ * (Level5Weight + Level6Weight) * 0.5f;
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bloom += texelK * (Level6Weight);
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bloom += texelL * (Level6Weight + Level7Weight) * 0.5f;
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bloom += texelM * (Level7Weight);
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bloom += texelN * (Level7Weight + Level8Weight) * 0.5f;
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bloom += texelO * (Level8Weight);
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}
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bloom *= BloomScale;
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vec3 bloomOverdrive;
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bloomOverdrive.r = max(0.0f, texel.r + bloom.r - 1.0f) * BloomOverdrive.r;
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bloomOverdrive.g = max(0.0f, texel.g + bloom.g - 1.0f) * BloomOverdrive.g;
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bloomOverdrive.b = max(0.0f, texel.b + bloom.b - 1.0f) * BloomOverdrive.b;
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bloom.r += bloomOverdrive.g * 0.5f;
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bloom.r += bloomOverdrive.b * 0.5f;
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bloom.g += bloomOverdrive.r * 0.5f;
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bloom.g += bloomOverdrive.b * 0.5f;
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bloom.b += bloomOverdrive.r * 0.5f;
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bloom.b += bloomOverdrive.g * 0.5f;
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vec2 NoiseCoord = vTexCoord;
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vec3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
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blend = texel + bloom * NoiseFactor;
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}
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// darken
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else
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{
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texelA = min(texel, texelA);
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texelB = min(texel, texelB);
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texelC = min(texel, texelC);
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texelD = min(texel, texelD);
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texelE = min(texel, texelE);
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texelF = min(texel, texelF);
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texelG = min(texel, texelG);
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texelH = min(texel, texelH);
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blend = texel * Level0Weight;
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blend = mix(blend, texelA, Level1Weight * BloomScale);
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blend = mix(blend, texelB, Level2Weight * BloomScale);
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blend = mix(blend, texelC, Level3Weight * BloomScale);
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blend = mix(blend, texelD, Level4Weight * BloomScale);
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blend = mix(blend, texelE, Level5Weight * BloomScale);
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blend = mix(blend, texelF, Level6Weight * BloomScale);
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blend = mix(blend, texelG, Level7Weight * BloomScale);
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blend = mix(blend, texelH, Level8Weight * BloomScale);
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}
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FragColor = vec4(blend, 1.0);
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}
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}
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