#define bdirections 8 vec2 radius_blur_adapt(vec2 bsize){ vec2 r; r.x = bsize.x / SCALEMOD_X; r.y = r.x * get_in_aspect(); return r; } vec3 bloom_gamma_power(sampler2D smp, vec2 uv, vec4 smpsize, vec2 bsize, float quality, float gamma, float power, float start_offset, float lod) { vec2 r = radius_blur_adapt(bsize) ; vec3 lookup; vec3 color = vec3(0.0); vec3 vec3gamma = vec3(gamma); for( float d=start_offset; d