DrawBloom( number Darken, number Multiply, number SizeX, number SizeY, number Passes, number ColorMultiply, number Red, number Green, number Blue )
Draws the bloom shader, which creates a glowing effect from bright objects.
1 number Darken
Determines how much to darken the effect. A lower number will make the glow come from lower light levels. A value of 1 will make the bloom effect unnoticeable. Negative values will make even pitch black areas glow.
2 number Multiply
Will affect how bright the glowing spots are. A value of 0 will make the bloom effect unnoticeable.
3 number SizeX
The size of the bloom effect along the horizontal axis.
4 number SizeY
The size of the bloom effect along the vertical axis.
5 number Passes
Determines how much to exaggerate the effect.
6 number ColorMultiply
Will multiply the colors of the glowing spots, making them more vivid.
7 number Red
How much red to multiply with the glowing color. Should be between 0 and 1
8 number Green
How much green to multiply with the glowing color. Should be between 0 and 1
9 number Blue
How much blue to multiply with the glowing color. Should be between 0 and 1
Draws bloom effect with default settings.
function GM:RenderScreenspaceEffects() DrawBloom( 0.65, 2, 9, 9, 1, 1, 1, 1, 1 ) end