/* Shader 681 source, checksum 0 */ #version 120 #define SHADER_MODEL_2 #ifndef GL_ARB_half_float_pixel #define half float #define half2 vec2 #define half3 vec3 #define half4 vec4 #endif #define NG3D_MAX_HW_BONES 48 #line 336 #extension GL_ARB_texture_rectangle : enable #pragma optionNV(fastmath on) #pragma optionNV(fastprecision on) uniform sampler2DRect Scene; uniform sampler2DRect KawaseBloom; uniform float g_fBloomIntensityFactor; uniform float g_fBloomIntensityFactorAddSmooth; uniform float g_fBloomAddSmoothFactor; void main() { vec4 clrScene = texture2DRect( Scene, gl_TexCoord[0].xy); vec4 clrBloom = texture2DRect( KawaseBloom, gl_TexCoord[1].xy); vec4 clrBloomCommon = clrBloom * g_fBloomIntensityFactor; vec4 clrBloomAddSmooth = clrBloom * g_fBloomIntensityFactorAddSmooth; vec4 clrAddSmoth = clrBloomAddSmooth * (1.0 - clrScene) + clrScene; vec4 clrAdd = clrBloomCommon + clrScene; gl_FragColor.xyz = mix(clrAdd, clrAddSmoth, g_fBloomAddSmoothFactor).xyz; gl_FragColor.w = 1.0;//clrScene.w; } /* Compile status: fail */ /* Log Info: */ 0:12(1): error: syntax error, unexpected PRAGMA, expecting IN_TOK or VARYING