Tweak bloom, remove pistol spread
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@@ -1,48 +1,41 @@
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#version 430 core
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in vec2 vTexPos;
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out vec4 fColor;
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const vec2 winSize = vec2 (300,300);
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const vec2 winSize = vec2 (300.0,300.0);
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// note that the above opening bracket should be the first in this file
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// this is so that the window size can be extracted and the shader recompiled on
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// the fly
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uniform sampler2D screenTexture;
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const float hOff = 3.0 / winSize.x;
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const float vOff = 3.0 / winSize.y;
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const float frac = 1.0 / 9;
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const vec2 off[9] = vec2[]
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const float hOff = 3 / winSize.x;
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const float vOff = 3 / winSize.y;
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//const vec2 off[9] = vec2[]
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// ( vec2( hOff, vOff )
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// , vec2( hOff, 0.0 )
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// , vec2( hOff,-vOff )
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// , vec2( 0.0, vOff )
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// , vec2( 0.0, 0.0 )
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// , vec2( 0.0,-hOff )
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// , vec2(-hOff, vOff )
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// , vec2(-hOff, 0.0 )
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// , vec2(-hOff,-vOff )
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// );
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const vec2 fiveOff[5] = vec2[]
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( vec2( hOff, vOff )
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, vec2( hOff, 0.0 )
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, vec2( hOff,-vOff )
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, vec2( 0.0, vOff )
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, vec2( 0.0, 0.0 )
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, vec2( 0.0,-hOff )
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, vec2(-hOff, vOff )
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, vec2(-hOff, 0.0 )
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, vec2(-hOff,-vOff )
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);
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const vec2 fiveOff[5] = vec2[]
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( vec2( vOff, hOff )
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, vec2( vOff,-hOff )
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, vec2( 0.0, 0.0 )
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, vec2(-vOff, hOff )
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, vec2(-vOff,-hOff )
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);
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vec4 combinef (vec4 ac, vec4 bc)
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w -
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// ac.w*bc.w);
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//{ return vec4 (max(ac.x,bc.x),max(ac.y,bc.y),max(ac.z,bc.z),ac.w + bc.w);
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{ return vec4 (ac.rgb + bc.rgb * bc.a , ac.a + bc.a );
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}
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void main()
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{
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vec4 sumFive = vec4 (0,0,0,0);
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vec4 sumFive = vec4 (0.0,0.0,0.0,0.0);
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for (int i=0; i<5; i++)
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{
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sumFive += vec4(texture(screenTexture, vTexPos + fiveOff[i]));
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}
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fColor = vec4 ( max( (sumFive / 10) , texture(screenTexture,vTexPos) ) );
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//fColor = max(texture(screenTexture,vTexPos), sumFive / 5);
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fColor = vec4 ( (sumFive / 5).rgb, max((sumFive/5).a,texture(screenTexture,vTexPos).a) );
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//fColor = vec4 ( (sumFive / 5).rgb, max((sumFive/5.0).a,texture(screenTexture,vTexPos).a) );
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// vec4 sampleTex[9];
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// for(int i=0; i<9; i++)
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// {
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