"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
" float sobel = 1.0;\n",
" // vec2 ts = textureSize(Texture_First, 0);\n",
" // vec2 px = vec2(1/ts.x, 1/ts.y);\n",
" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
"#endif\n",
+"#endif\n",
"\n",
"#ifdef USEBLOOM\n",
" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n",
+"#if defined(USERVEC1) || defined(USERVEC2)\n",
" float sobel = 1.0;\n",
" // float2 ts = textureSize(Texture_First, 0);\n",
" // float2 px = float2(1/ts.x, 1/ts.y);\n",
" dp_FragColor /= (1.0 + 5.0 * UserVec1.y);\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n",
"#endif\n",
+"#endif\n",
"\n",
"#ifdef USEBLOOM\n",
" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",