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@@ -6,7 +6,6 @@ uniform sampler2D textureSampler; // original color
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// uniforms
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// uniforms
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uniform float gain;
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uniform float gain;
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uniform float threshold;
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uniform float threshold;
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-uniform bool pentagon;
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uniform float screen_width;
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uniform float screen_width;
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uniform float screen_height;
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uniform float screen_height;
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@@ -47,7 +46,7 @@ void main(void)
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// compute blurred color
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// compute blurred color
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vec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);
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- if (pentagon) {
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+#ifdef PENTAGON
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));
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@@ -87,8 +86,7 @@ void main(void)
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));
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- }
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- else {
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+#else
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));
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@@ -128,7 +126,7 @@ void main(void)
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));
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blurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));
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- }
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+#endif
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blurred /= 39.0;
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blurred /= 39.0;
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