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uniform sampler2D tInput;
uniform vec2 resolution;
uniform float amount;
varying vec2 vUv;
const vec4 one = vec4(1.0);
const vec4 two = vec4(2.0);
const vec4 lumcoeff = vec4(0.2125,0.7154,0.0721,0.0);
vec4 overlay(vec4 myInput, vec4 previousmix, vec4 amount) {
float luminance = dot(previousmix,lumcoeff);
float mixamount = clamp((luminance - 0.45) * 10.0, 0.0, 1.0);
vec4 branch1 = two * previousmix * myInput;
vec4 branch2 = one - (two * (one - previousmix) * (one - myInput));
vec4 result = mix(branch1, branch2, vec4(mixamount) );
return mix(previousmix, result, amount);
}
void main (void) {
vec4 pixel = texture2D(tInput, vUv);
vec4 luma = vec4(vec3(dot(pixel,lumcoeff)), pixel.a);
gl_FragColor = overlay(luma, pixel, vec4(amount));
}