You should check out the DoScreenSpaceBloom() function in
view_scene.cpp, as the blurfiltery shader is used there

On 10/6/05, Thomas TISSOT-DUPONT <[EMAIL PROTECTED]> wrote:
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> Hello the list !
>
>
>
> I'm currently working on a basic bloom effect.
>
> To do this, I use the blurfiltery.vmt filter, but when use it the bloom
> effect isn't visible whereas I notice a lower framerate.
>
> So I have changed the blurfiltery.vmt text from
>
>
>
> "BlurFilterY"
>
> {
>
>             "$basetexture" "_rt_SmallFB1"
>
>             "$bloomamount" "1"
>
>             "%noToolTexture" 1
>
> }
>
>
>
> To
>
>
>
> //THOMAS: SIMPLE UNLITGENERIC WITH A COLOR FILTER
>
> unlitgeneric
>
> {
>
> //"$color" 0.15 0.15 0.15 => lower is lighter
>
>             "$basetexture" "_rt_FullFrameFB"
>
>             "%noToolTexture" 1
>
> }
>
>
>
> Though it seems to be almost working ( thanks to Valve for your shaders ! )
>
> I cannot manage to apply a blur effect on the bloom effect, so I get a weird
> rendering ( see the picture link:
>
> http://dolphineye.ifrance.com/mybloom.jpg )
>
>
>
> Does anyone know how to apply something similar to this or how to fix that
> weird rendering? Just keep in mind I don't know anything in HLSL
> programming, I've just borrowed from Valve's shaders used in Day of Defeat
> Source.
>
>
>
> I really apologize for my very bad English, anyway I hope somebody will help
> me ;o)
>
>
>
> Thank you very much!
>
>
>
> --Thomas
>
> --
>
>
>
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