"void main(void)\n",
"{\n",
" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
-"#endif\n",
"\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
"#endif\n",
"\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
"#ifdef USESATURATION\n",
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",
")\n",
"{\n",
" dp_FragColor = tex2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
-"#endif\n",
"\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\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",
"\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = lerp(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
"#ifdef USESATURATION\n",
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
" float y = dot(dp_FragColor.rgb, float3(0.299, 0.587, 0.114));\n",