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fixes, configurable framebuffers quality
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@@ -10,10 +10,17 @@ uniform sampler2D tex1;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <tonemapping.glsl>
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void main()
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{
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vec4 tex_color = texture(tex1, vec2(f_coord.x, f_coord.y + param[1].x));
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gl_FragData[0] = tex_color * param[0];
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vec4 color = tex_color * param[0];
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#if POSTFX_ENABLED
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gl_FragData[0] = color;
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#else
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gl_FragData[0] = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;
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