!!cvarv r_bloom_filter !!samps 1 //the bloom filter //filter out any texels which are not to bloom varying vec2 tc; #ifdef VERTEX_SHADER attribute vec2 v_texcoord; void main () { tc = v_texcoord; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform vec3 cvar_r_bloom_filter; void main () { gl_FragColor.rgb = (texture2D(s_t0, tc).rgb - cvar_r_bloom_filter)/(1.0-cvar_r_bloom_filter); } #endif