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minecraft-pt/shaders/Lib/Programs/Composite/Bloom_FS.glsl
T

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GLSL

// MinecraftPT — Bloom_FS
// Final bloom composite onto the scene.
// bloomB is a fixed 1024x1024 image; the valid bloom region for this screen
// is its top-left (viewWidth/4 x viewHeight/4) texels, so UV = screen / 4096.
#include "/Lib/Settings.glsl"
#include "/Lib/Utilities.glsl"
uniform sampler2D colortex12;
uniform sampler2D bloomB;
layout(location = 0) out vec4 colorOut;
void main(){
vec2 texelCoord = gl_FragCoord.xy;
vec3 scene = texelFetch(colortex12, ivec2(texelCoord), 0).rgb;
vec3 bloom = textureLod(bloomB, clamp(texelCoord / 4096.0, vec2(0.0), vec2(1.0)), 0.0).rgb;
vec3 color = scene + bloom * BLOOM_AMOUNT;
colorOut = vec4(color, 1.0);
}