mirror of
https://github.com/italicsjenga/slang-shaders.git
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248 lines
7.5 KiB
C++
248 lines
7.5 KiB
C++
/*
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Magic Bloom by luluco250
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Attempts to simulate a natural-looking bloom.
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Features:
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--Wide bloom blurring, derived from the gaussian function
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defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
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--Eye adaptation, decreases or increases the brightness
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of bloom according to the overall image luminance.
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--Lens dirt, as standard I suppose. Really not much here.
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It uses an image named "MagicBloom_Dirt.png" so make
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sure you have one in your textures directory.
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--Unwanted features can be disabled through
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preprocessor definitions, saving performance.
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Preprocessor definitions:
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--MAGICBLOOM_ADAPT_RESOLUTION:
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Determines the width/height of the texture used for adaptation.
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It is recommended to use 256, but you can use as far as 1024 without issues.
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Too low resolutions will make adaptation seem "unstable".
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Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
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--MAGICBLOOM_BLUR_PRECALCULATED:
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If set to 0 the gaussian blur will be calculated inside the shader.
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Otherwise, it uses a pre-calculated kernel (array).
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--MAGICBLOOM_NODIRT:
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If set to 1 all lens dirt related features are disabled.
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Beneficial for performance if you don't wish to use lens dirt.
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--MAGICBLOOM_NOADAPT:
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If set to 1 all adaptation related features are disabled.
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Beneficial for performance if you don't wish to use adaptation.
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MIT Licensed:
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Copyright (c) 2017 luluco250
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#pragma format R16G16B16A16_SFLOAT
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//Statics
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#ifndef MAGICBLOOM_ADAPT_RESOLUTION
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#define MAGICBLOOM_ADAPT_RESOLUTION 256
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#endif
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#ifndef MAGICBLOOM_BLUR_PRECALCULATED
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#define MAGICBLOOM_BLUR_PRECALCULATED 1
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#endif
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#ifndef MAGICBLOOM_NODIRT
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#define MAGICBLOOM_NODIRT 0
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#endif
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#ifndef MAGICBLOOM_NOADAPT
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#define MAGICBLOOM_NOADAPT 0
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#endif
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#define iBlurSamples 4
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float iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
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// #define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
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#define CONST_LOG2(v) log2(v)
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int sigma = int(float(iBlurSamples) / 2.0);
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float double_pi = 6.283185307179586476925286766559;
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float lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
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vec3 luma_value = vec3(0.2126, 0.7152, 0.0722);
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float fBloom_Intensity;
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float fBloom_Threshold;
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float ApplyBloom;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter MagicBloomTitle "[ MAGIC BLOOM ]" 0 0 0.001 0.001
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#pragma parameter ApplyBloom " Apply Bloom" 1 0 1 1
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#define ApplyBloom params.ApplyBloom
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#pragma parameter fBloom_Intensity " Bloom Intensity" 1 0 10 0.1
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#define fBloom_Intensity params.fBloom_Intensity / 4
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#pragma parameter fBloom_Threshold " Bloom Threshold" 2 1 10 0.1
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#define fBloom_Threshold params.fBloom_Threshold
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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//Functions
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#if !MAGICBLOOM_BLUR_PRECALCULATED
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float gaussian_function(vec2 i) {
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float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
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float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
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float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
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return first_part * exp(-second_part_b);
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}
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#endif
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//Why use a single-pass blur? To reduce the amount of textures used in half.
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//Scale should be the original resolution divided by target resolution.
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vec3 blur(sampler2D sp, vec2 uv, float scale) {
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vec2 ps = params.OutputSize.zw * scale;
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#if MAGICBLOOM_BLUR_PRECALCULATED
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float kernel[9] = {
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0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
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};
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float accum = 1.02352;
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#else
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float accum = 0.0;
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#endif
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float gaussian_weight = 0.0;
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vec3 col = vec3(0);
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// [unroll]
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for (int x = int(-iBlurSamples); x <= int(iBlurSamples); ++x) {
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for (int y = int(-iBlurSamples); y <= int(iBlurSamples); ++y) {
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#if MAGICBLOOM_BLUR_PRECALCULATED
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gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
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#else
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gaussian_weight = gaussian_function(vec2(x, y));
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accum += gaussian_weight;
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#endif
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col += texture(sp, uv + ps * vec2(x, y)).rgb * gaussian_weight;
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}
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}
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#if MAGICBLOOM_BLUR_PRECALCULATED
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return col * accum;
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#else
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return col / accum;
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#endif
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}
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vec4 PS_Blur1(vec2 uv, sampler2D in_sampler) {
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vec3 col = blur(in_sampler, uv, 2.0);
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col = pow(abs(col), vec3(fBloom_Threshold));
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col *= fBloom_Intensity;
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return vec4(col, 1.0);
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}
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vec4 PS_Blur2(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 4.0), 1.0);
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}
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vec4 PS_Blur3(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 8.0), 1.0);
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}
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vec4 PS_Blur4(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 8.0), 1.0);
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}
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vec4 PS_Blur5(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 16.0), 1.0);
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}
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vec4 PS_Blur6(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 32.0), 1.0);
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}
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vec4 PS_Blur7(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 64.0), 1.0);
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}
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vec4 PS_Blur8(vec2 uv, sampler2D in_sampler) {
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return vec4(blur(in_sampler, uv, 128.0), 1.0);
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}
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void main()
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{
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if (ApplyBloom < 1)
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return;
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#ifdef BLUR_PASS_1
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FragColor = PS_Blur1(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_2
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FragColor = PS_Blur2(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_3
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FragColor = PS_Blur3(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_4
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FragColor = PS_Blur4(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_5
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FragColor = PS_Blur5(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_6
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FragColor = PS_Blur6(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_7
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FragColor = PS_Blur7(vTexCoord, Source);
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#endif
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#ifdef BLUR_PASS_8
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FragColor = PS_Blur8(vTexCoord, Source);
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#endif
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}
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