fteqw/engine/shaders/glsl/bloom_final.glsl

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!!cvarf r_bloom
!!cvarf r_bloom_retain=1.0
//add them together
//optionally apply tonemapping
varying vec2 tc;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
void main ()
{
tc = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0;
uniform sampler2D s_t1;
uniform sampler2D s_t2;
uniform sampler2D s_t3;
uniform float cvar_r_bloom;
uniform float cvar_r_bloom_retain;
void main ()
{
gl_FragColor =
cvar_r_bloom_retain * texture2D(s_t0, tc) +
cvar_r_bloom*(
texture2D(s_t1, tc) +
texture2D(s_t2, tc) +
texture2D(s_t3, tc)
) ;
}
#endif