!!cvarf r_bloom !!cvarf r_bloom_retain=1.0 !!samps 4 //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 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