Correct bloom shader
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@@ -11,15 +11,15 @@ 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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( vec2( vOff,hOff )
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, vec2( vOff,0.0 )
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, vec2( vOff,-hOff )
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, vec2( 0.0,hOff )
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, vec2( 0.0,0.0 )
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, vec2( 0.0,-hOff )
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, vec2( -vOff,hOff )
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, vec2( -vOff,0.0 )
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, vec2( -vOff,-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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, 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,0.0 )
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+1
-1
@@ -138,7 +138,7 @@ doDrawing pdata w = do
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textureBinding Texture2D $= Just (snd $ _fboColor pdata)
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drawShader (_colorBlurShader pdata) 4
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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--blendFunc $= (SrcAlpha, One)
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blendFunc $= (SrcAlpha, One)
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textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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