Colors above value 1 is now added to the bloomtexture, and will be used to get a glow effect in later stage.
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@@ -132,18 +132,17 @@ void main()
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totalLighting.Specular += result.Specular;
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}
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//sceneColor += Input.DiffuseColor;
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vec4 fragment = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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//bloomColor = vec4(0.3, 0.8, 0.6, 1.0);
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sceneColor = vec4(fragment.xyz, 1.0);
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//These if statements should be removed.
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/*
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if(fragment.x > 0.5 || fragment.y > 0.5 || fragment.z > 0.5) {
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bloomColor = fragment;
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if(fragment.x > 1 || fragment.y > 1 || fragment.z > 1) {
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bloomColor = vec4(fragment.xyz, 1.0);
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} else {
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bloomColor = vec4(0.3, 0.5, 0.8, 1.0);
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}*/
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bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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//sceneColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
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//sceneColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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