28 lines
494 B
GLSL
28 lines
494 B
GLSL
!!samps 4
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!!cvarf r_bloom=1
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!!cvarf r_bloom_retain=1.0
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#include "sys/defs.h"
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//add them together
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//optionally apply tonemapping
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layout(location=0) varying vec2 tc;
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#ifdef VERTEX_SHADER
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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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void main ()
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{
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gl_FragColor =
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cvar_r_bloom_retain * texture2D(s_t0, tc) +
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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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}
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#endif
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