!!samps 4 !!cvarf r_bloom !!cvarf r_bloom_retain=1.0 #include "sys/defs.h" //add them together //optionally apply tonemapping layout(location=0) varying vec2 tc; #ifdef VERTEX_SHADER void main () { tc = v_texcoord; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER 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