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<@include gpu/Config.slh@><$VERSION_HEADER$>//  BloomApply.frag//  Mix the three gaussian blur textures.////  Created by Olivier Prat on 10/09/2017//  Copyright 2017 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//<@include BloomApply.shared.slh@><@include render-utils/ShaderConstants.h@> TEXTURE(0, sampler2D, blurMap0);TEXTURE(1, sampler2D, blurMap1);TEXTURE(2, sampler2D, blurMap2); UNIFORM_BUFFER(RENDER_UTILS_BUFFER_BLOOM_PARAMS, parametersBuffer) {    Parameters parameters;}; INPUT(0, vec2, varTexCoord0);OUTPUT(0, vec4, outFragColor); void main(void) {    vec4 blur0 = texture(blurMap0, varTexCoord0);    vec4 blur1 = texture(blurMap1, varTexCoord0);    vec4 blur2 = texture(blurMap2, varTexCoord0);     outFragColor = vec4(blur0.rgb*parameters._intensities.x + blur1.rgb*parameters._intensities.y + blur2.rgb*parameters._intensities.z, 1.0f);}