brighten = r_bloom_brighten.value;
if (r_hdr.integer)
brighten *= r_hdr_range.value;
+ brighten = sqrt(brighten);
if(range >= 1)
- brighten *= pow((3 * range) / (2 * range - 1), 2); // compensate for the "dot particle"
+ brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
// black at the edges
// (probably not realistic but looks good enough)
//r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
- //r = (dir ? 1.0f : brighten)/(range*2+1);
- r = (dir ? 1.0f : brighten) / (range * 2 + 1);
+ //r = brighten/(range*2+1);
+ r = brighten / (range * 2 + 1);
if(range >= 1)
r *= (1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);