@@ -214,7 +214,7 @@ -(void)buildFragmentFunctions
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// Choose one?
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// TODO: try using min(src, dst) to create a gloomEffect
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- NSString * addativeBlending = @" src + dst" ;
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+ // NSString* additiveBlending = @"src + dst";
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NSString * screenBlending = @" (src + dst) - ((src * dst) * u_intensity)" ;
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[shaderString appendFormat: @" \
@@ -311,12 +311,12 @@ -(void)buildRenderPasses
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pass.shaderUniforms [CCShaderUniformMainTexture] = previousPassTexture;
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pass.shaderUniforms [CCShaderUniformPreviousPassTexture] = previousPassTexture;
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 0 .0f ];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 0 .0f ];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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GLKVector2 dur = GLKVector2Make (1.0 / (previousPassTexture.pixelWidth / previousPassTexture.contentScale ), 0.0 );
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_blurDirection" ]] = [NSValue valueWithGLKVector2: dur];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_blurDirection" ]] = [NSValue valueWithGLKVector2: dur];
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} copy]];
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@@ -326,12 +326,12 @@ -(void)buildRenderPasses
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pass1.beginBlocks = @[[^(CCEffectRenderPass *pass, CCTexture *previousPassTexture){
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pass.shaderUniforms [CCShaderUniformPreviousPassTexture] = previousPassTexture;
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 0 .0f ];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 0 .0f ];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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GLKVector2 dur = GLKVector2Make (0.0 , 1.0 / (previousPassTexture.pixelHeight / previousPassTexture.contentScale ));
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_blurDirection" ]] = [NSValue valueWithGLKVector2: dur];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_blurDirection" ]] = [NSValue valueWithGLKVector2: dur];
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} copy]];
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@@ -340,9 +340,9 @@ -(void)buildRenderPasses
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pass2.shader = self.shader ;
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pass2.beginBlocks = @[[^(CCEffectRenderPass *pass, CCTexture *previousPassTexture){
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pass.shaderUniforms [CCShaderUniformPreviousPassTexture] = previousPassTexture;
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 1 .0f ];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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- pass.shaderUniforms [self .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_enableGlowMap" ]] = [NSNumber numberWithFloat: 1 .0f ];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_luminanceThreshold" ]] = [NSNumber numberWithFloat: _luminanceThreshold];
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+ pass.shaderUniforms [weakSelf .uniformTranslationTable[@" u_intensity" ]] = [NSNumber numberWithFloat: _transformedIntensity];
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} copy]];
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