lol, your right it is a tad bit gimmicky like HDR, though I figured it would help make things seem even more faster when hitting turbo boosts. Which doesn't hurt.

BTW - How would one implement your bloom shader from Sphere without using the .dll?

I usually load my shaders like this:

Code:

bmap mtlEnv_0 = <sm_greenhills+6.tga>;

material mtl_reflect
{
//bmap_to_cubemap(mtlEnv_0);
skin1 = mtlEnv_0;
}

starter load_reflect_shader()
{
effect_load(mtl_reflect, "reflectalpha_ps1_0a.fx");
}




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