Pixel-Composer/shaders/sh_bloom_pass/sh_bloom_pass.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float size;
uniform float tolerance;
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uniform int useMask;
uniform sampler2D mask;
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void main() {
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
if(bright > tolerance)
gl_FragColor = col;
else
gl_FragColor = vec4(vec3(0.), 1.);
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if(useMask == 1)
gl_FragColor = col * texture2D( mask, v_vTexcoord );
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}