2012-05-11 01:57:00 +00:00
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!!cvarf r_bloom
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2015-07-14 14:47:00 +00:00
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!!cvarf r_bloom_retain=1.0
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2012-01-17 07:57:46 +00:00
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//add them together
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//optionally apply tonemapping
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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uniform sampler2D s_t1;
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uniform sampler2D s_t2;
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uniform sampler2D s_t3;
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2014-08-27 08:41:31 +00:00
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uniform float cvar_r_bloom;
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2015-07-14 14:47:00 +00:00
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uniform float cvar_r_bloom_retain;
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2012-01-17 07:57:46 +00:00
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void main ()
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{
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gl_FragColor =
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2015-07-14 14:47:00 +00:00
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cvar_r_bloom_retain * texture2D(s_t0, tc) +
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2012-05-11 01:57:00 +00:00
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cvar_r_bloom*(
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texture2D(s_t1, tc) +
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texture2D(s_t2, tc) +
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texture2D(s_t3, tc)
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) ;
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2012-01-17 07:57:46 +00:00
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}
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#endif
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