!!cvarf r_bloom //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; void main () { gl_FragColor = texture2D(s_t0, tc) + cvar_r_bloom*( texture2D(s_t1, tc) + texture2D(s_t2, tc) + texture2D(s_t3, tc) ) ; } #endif