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change bloom render texture format, and make gles/webgl work properly
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@ -26,14 +26,16 @@ void setup_bloom(
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#ifdef MM_OPENGL_3_GLES
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#if 0 // NOPE!!
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// TODO: caps at 1, invest in half float?
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const auto bloom_internal_format = GL_RGB565; // prolly fine
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const auto bloom_internal_format = GL_RGB565; // prolly fine. NOPE its not. it causes green pixely halos
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const auto bloom_format_type = GL_UNSIGNED_BYTE;
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#else
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const auto bloom_internal_format = GL_RGB16F;
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//const auto bloom_internal_format = GL_RGBA16F;
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const auto bloom_internal_format = GL_R11F_G11F_B10F;
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const auto bloom_format_type = GL_FLOAT;
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#endif
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#else
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const auto bloom_internal_format = GL_RGB16F;
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//const auto bloom_internal_format = GL_RGB16F;
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const auto bloom_internal_format = GL_R11F_G11F_B10F;
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const auto bloom_format_type = GL_FLOAT;
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#endif
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