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uniform sampler2D colorTex;
uniform float sx;
void main (void)
{
vec3 bloom = vec3(0.0, 0.0, 0.0);
const float hdrScale = 1.5;
const int kernelSize = 10;
const float invScale = 1.0 / (hdrScale * float(kernelSize));
for (int x = -kernelSize; x <= kernelSize; x++)
{
float s = gl_TexCoord[0].s + x * sx;
float t = gl_TexCoord[0].t;
vec3 color = texture2D(colorTex, vec2(s,t)).rgb;
float luminance = dot(color, vec3(0.2125, 0.7154, 0.0721));
if (luminance > 1.0)
{
bloom += color * ((kernelSize+1) - abs(float(x)));
}
}
gl_FragColor = vec4(bloom * invScale, 1.0);
}
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