Small fix to the bloom light, now feels smoother.
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@@ -140,11 +140,13 @@ void main()
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sceneColor = vec4(color_result.xyz, 1.0);
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sceneColor = vec4(color_result.xyz, 1.0);
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//These if statements should be removed if they are slow.
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//These if statements should be removed if they are slow.
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color_result += glowTexel;
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color_result += glowTexel;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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/*
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if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
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if(color_result.x > 1 || color_result.y > 1 || color_result.z > 1) {
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bloomColor = vec4(color_result.xyz, 1.0);
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bloomColor = vec4(color_result.xyz, 1.0);
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} else {
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} else {
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bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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} */
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//sceneColor += Input.DiffuseColor * (totalLighting.Diffuse) * diffuseTexel * Color;
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//sceneColor += Input.DiffuseColor * (totalLighting.Diffuse) * diffuseTexel * Color;
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//sceneColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//sceneColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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