From: havoc Date: Wed, 9 Jan 2008 01:36:06 +0000 (+0000) Subject: changed hvec types to half types fixing warnings in GLSL shader X-Git-Tag: xonotic-v0.1.0preview~2567 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=316553aa3c68eb7873f9e0684d1e7737a6f7ecf2;p=xonotic%2Fdarkplaces.git changed hvec types to half types fixing warnings in GLSL shader git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7939 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index f9984759..c17a6422 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -455,14 +455,14 @@ static const char *builtinshaderstring = "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "# define myhalf half\n" -"# define myhvec2 hvec2\n" -"# define myhvec3 hvec3\n" -"# define myhvec4 hvec4\n" +"# define myhalf2 half2\n" +"# define myhalf3 half3\n" +"# define myhalf4 half4\n" "#else\n" "# define myhalf float\n" -"# define myhvec2 vec2\n" -"# define myhvec3 vec3\n" -"# define myhvec4 vec4\n" +"# define myhalf2 vec2\n" +"# define myhalf3 vec3\n" +"# define myhalf4 vec4\n" "#endif\n" "\n" "varying vec2 TexCoord;\n" @@ -604,23 +604,23 @@ static const char *builtinshaderstring = "uniform sampler2D Texture_Reflection;\n" "uniform sampler2D Texture_Refraction;\n" "\n" -"uniform myhvec3 LightColor;\n" -"uniform myhvec3 AmbientColor;\n" -"uniform myhvec3 DiffuseColor;\n" -"uniform myhvec3 SpecularColor;\n" -"uniform myhvec3 Color_Pants;\n" -"uniform myhvec3 Color_Shirt;\n" -"uniform myhvec3 FogColor;\n" +"uniform myhalf3 LightColor;\n" +"uniform myhalf3 AmbientColor;\n" +"uniform myhalf3 DiffuseColor;\n" +"uniform myhalf3 SpecularColor;\n" +"uniform myhalf3 Color_Pants;\n" +"uniform myhalf3 Color_Shirt;\n" +"uniform myhalf3 FogColor;\n" "\n" -"uniform myhvec4 TintColor;\n" +"uniform myhalf4 TintColor;\n" "\n" "\n" "//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhvec4 RefractColor;\n" -"uniform myhvec4 ReflectColor;\n" +"uniform myhalf4 RefractColor;\n" +"uniform myhalf4 ReflectColor;\n" "uniform myhalf ReflectFactor;\n" "uniform myhalf ReflectOffset;\n" "//#else\n" @@ -628,16 +628,16 @@ static const char *builtinshaderstring = "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhvec4 RefractColor;\n" +"//uniform myhalf4 RefractColor;\n" "//# ifdef USEREFLECTION\n" -"//uniform myhvec4 ReflectColor;\n" +"//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# else\n" "//# ifdef USEREFLECTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhvec4 ReflectColor;\n" +"//uniform myhalf4 ReflectColor;\n" "//# endif\n" "//# endif\n" "//#endif\n" @@ -714,8 +714,8 @@ static const char *builtinshaderstring = "#endif\n" "\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" @@ -733,8 +733,8 @@ static const char *builtinshaderstring = "#endif\n" "\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" -" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" "\n" @@ -748,9 +748,9 @@ static const char *builtinshaderstring = "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" +" myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +" color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" @@ -764,16 +764,16 @@ static const char *builtinshaderstring = " // scale by light color and attenuation as efficiently as possible\n" " // (do as much scalar math as possible rather than vector math)\n" "# ifdef USESPECULAR\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" -" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" +" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" "\n" " // calculate directional shading\n" -" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" +" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhalf3(texture2D(Texture_Gloss, TexCoord)));\n" "# else\n" "# ifdef USEDIFFUSE\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +" myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" @@ -786,7 +786,7 @@ static const char *builtinshaderstring = "# ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" -" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +" color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" @@ -797,18 +797,18 @@ static const char *builtinshaderstring = " // directional model lighting\n" "# ifdef USESPECULAR\n" " // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(LightVector);\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +" myhalf3 diffusenormal = myhalf3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" -" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" +" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# else\n" "# ifdef USEDIFFUSE\n" " // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" -" myhvec3 diffusenormal = myhvec3(LightVector);\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +" myhalf3 diffusenormal = myhalf3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" @@ -827,19 +827,19 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" "\n" -" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" -" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" +" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n" +" myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" -" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" @@ -851,18 +851,18 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" " // get the surface normal and light normal\n" -" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" "\n" -" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" +" myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n" " // calculate directional shading\n" -" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +" myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" -" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" -" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" -" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" +" color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" @@ -872,7 +872,7 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" -" color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" +" color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTMAP\n" @@ -882,7 +882,7 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_VERTEXCOLOR\n" " // apply lightmap color\n" -" color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" +" color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" "\n" " color *= TintColor;\n" "#endif // MODE_VERTEXCOLOR\n" @@ -902,26 +902,26 @@ static const char *builtinshaderstring = "\n" "\n" "#ifdef USEGLOW\n" -" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" "#ifdef USECONTRASTBOOST\n" -" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" +" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n" "#endif\n" "\n" " color.rgb *= SceneBrightness;\n" "\n" " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n" "#ifdef USEFOG\n" -" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" +" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n" "#ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = vec4(color);\n" @@ -2630,14 +2630,14 @@ void R_ResetViewRendering3D(void) "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "#define myhalf half\n" -"#define myhvec2 hvec2\n" -"#define myhvec3 hvec3\n" -"#define myhvec4 hvec4\n" +"#define myhalf2 half2\n" +"#define myhalf3 half3\n" +"#define myhalf4 half4\n" "#else\n" "#define myhalf float\n" -"#define myhvec2 vec2\n" -"#define myhvec3 vec3\n" -"#define myhvec4 vec4\n" +"#define myhalf2 vec2\n" +"#define myhalf3 vec3\n" +"#define myhalf4 vec4\n" "#endif\n" "\n" "varying vec2 ScreenTexCoord;\n" @@ -2669,12 +2669,12 @@ void R_ResetViewRendering3D(void) "void main(void)\n" "{\n" " int x, y; -" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" +" myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n" " for (x = -BLUR_X;x <= BLUR_X;x++) -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" -" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n" " gl_FragColor = vec4(color);\n" "}\n"