port from perforce
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@@ -0,0 +1,18 @@
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uniform sampler2D tonemappedTexture;
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uniform sampler2D bloomTexture;
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uniform sampler2D paperTexture;
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uniform int paper;
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uniform float paperInvSize;
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void main()
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{
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vec2 p = gl_TexCoord[0].xy;
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vec4 main = texture2D(tonemappedTexture, p);
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vec4 bloom = texture2D(bloomTexture, p);
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vec4 paper = float(paper) * 1.8 * texture2D(paperTexture, gl_FragCoord.xy * paperInvSize) + vec4(1.0,1.0,1.0,1.0) * (1.0 - float(paper));
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gl_FragColor = paper * (main * 0.8 + 0.2 * bloom);
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}
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