
* Everything in GUI, no manual editing of file * 3 Bloom tinting methods Regular (1), Original Texture based (2), Combination of both (3) * Options to scale bloom width with resolution (ie when using SuperSampling resolutions) * Saturation control for the people adding bloom after ApplyGameColorCorrection (which is not the right place, it should be before) * Configurable bloom texture selection and controls * Configurable high pass filter using Levels controls to control bloom texture (where to bloom and by how much) * Depth testing on bloom that foreground doesn't bloom into (far) background * Automatic calculation of Gaussian weights * Gaussian blur Sigma (width) available in GUI going from 13 wide to 301 wide (169 to 90601 taps - Sigma 1.2 to 64). * Bloom applied based on depth (bloom width)

Latest rework (anyone who used my shader before, this is latest and entirely different)
