@@ -58,10 +58,34 @@ vec4 main_wrap() {
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vec3 pixel_out = pixel_in .rgb ;
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vec3 bloomed;
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+ // Curvature
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+ vec2 coords = vTexCoord ;
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+ float l_GEOM_BORDER_WX = GEOM_BORDER_WX;
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+ float l_GEOM_BORDER_WY = GEOM_BORDER_WY;
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+ float fborder = 1 . 0 ;
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+
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+ if (DO_CURVATURE == 1 . 0 ) {
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+ if ((GEOM_WARP_X > 0 . 0 ) || (GEOM_WARP_Y > 0 . 0 ))
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+ coords = Warp(coords,GEOM_WARP_X,GEOM_WARP_Y);
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+
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+ vec2 border_coords = coords;
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+ if (GEOM_BORDER_WX < 0 . 0 ) l_GEOM_BORDER_WX = GEOM_WARP_X;
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+ if (GEOM_BORDER_WY < 0 . 0 ) l_GEOM_BORDER_WY = GEOM_WARP_Y;
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+
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+ if ((GEOM_BORDER_WX > 0 . 0 ) || (GEOM_BORDER_WY > 0 . 0 ))
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+ border_coords = Warp(vTexCoord,l_GEOM_BORDER_WX,l_GEOM_BORDER_WY);
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+
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+ if ((GEOM_ZOOMOUT + GEOM_GAP_SIZE) > 0 . 0 ) {
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+ coords = zoomout_coords(border_coords, GEOM_ZOOMOUT, 1 . 0 );
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+ border_coords = zoomout_coords(border_coords, GEOM_ZOOMOUT- GEOM_GAP_SIZE, 1 . 0 );
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+ }
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+ fborder = border(border_coords);
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+ }
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+
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// Mix bloom texture
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if (DO_BLOOM == 1 . 0 ) {
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- bloomed= texture(bloom_pass_final, vTexCoord ).rgb ;
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-
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+ bloomed= texture(bloom_pass_final, coords ).rgb ;
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+
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if ( bloom_on_dark_only == 1 . 0 ) {
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// float source_whiteness = (pixel_out.r+pixel_out.g+pixel_out.b) /3;
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float source_whiteness = (pixel_out .r + pixel_out .g + pixel_out .b );
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