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Examples: Fix invalid usage of mapTexelToLinear().
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examples/webgl_postprocessing_unreal_bloom_selective.html

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@@ -33,15 +33,9 @@
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varying vec2 vUv;
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vec4 getTexture( sampler2D texelToLinearTexture ) {
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return mapTexelToLinear( texture2D( texelToLinearTexture , vUv ) );
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}
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void main() {
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gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
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gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
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}
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