Catching up with Lindies part 2
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@@ -26,7 +26,9 @@
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#extension GL_ARB_texture_rectangle : enable
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragColor;
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2DRect diffuseMap;
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@@ -46,7 +48,7 @@ void main()
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float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
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float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
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gl_FragColor.rgb = col.rgb;
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gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
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frag_color.rgb = col.rgb;
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frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
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}
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@@ -24,7 +24,9 @@
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragColor;
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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uniform sampler2D diffuseMap;
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@@ -51,5 +53,5 @@ void main()
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col += kern.y * texture2D(diffuseMap, vary_texcoord2.zw);
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col += kern.x * texture2D(diffuseMap, vary_texcoord3.zw);
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gl_FragColor = vec4(col.rgb * glowStrength, col.a);
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frag_color = vec4(col.rgb * glowStrength, col.a);
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}
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