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	Make bloom parameters server-controlled (#15231)
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		@@ -161,6 +161,11 @@ local function load()
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		note.requires = get_setting_info("enable_auto_exposure").requires
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		table.insert(content, idx, note)
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		idx = table.indexof(content, "enable_bloom") + 1
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		note = component_funcs.note(fgettext_ne("(The game will need to enable bloom as well)"))
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		note.requires = get_setting_info("enable_bloom").requires
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		table.insert(content, idx, note)
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		idx = table.indexof(content, "enable_volumetric_lighting") + 1
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		note = component_funcs.note(fgettext_ne("(The game will need to enable volumetric lighting as well)"))
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		note.requires = get_setting_info("enable_volumetric_lighting").requires
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@@ -616,34 +616,12 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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#    Requires: shaders, enable_post_processing
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debanding (Enable Debanding) bool true
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[**Bloom]
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#    Set to true to enable bloom effect.
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#    Bright colors will bleed over the neighboring objects.
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#
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#    Requires: shaders, enable_post_processing
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enable_bloom (Enable Bloom) bool false
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#    Defines how much bloom is applied to the rendered image
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#    Smaller values make bloom more subtle
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#    Range: from 0.01 to 1.0, default: 0.05
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#
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#    Requires: shaders, enable_post_processing, enable_bloom
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bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
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#    Defines the magnitude of bloom overexposure.
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#    Range: from 0.1 to 10.0, default: 1.0
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#
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#    Requires: shaders, enable_post_processing, enable_bloom
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bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
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#    Logical value that controls how far the bloom effect spreads
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#    from the bright objects.
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#    Range: from 0.1 to 8, default: 1
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#
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#    Requires: shaders, enable_post_processing, enable_bloom
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bloom_radius (Bloom Radius) float 1 0.1 8
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#    Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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#
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#    Requires: shaders, enable_post_processing, enable_bloom
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