I'm not sure if that shader is included in MGE, but I'll check.
What you'll want to do is either decrease the bloom multiplier (less blurry brightness) or clamp the HDR (keep it within a "good" range). How you'd do either depends on the code.
If you know HLSL/ASM, then it shouldn't be an issue. Otherwise, I'll check my copy for that shader and see if I can figure out a good way.
I don't think that shader is default either. I have the code. I don't actually need to use this shader, just something that accomplishes similer, it just seems to me that every bloom/HDR shader I have tried washes things out WAY to much at times.
EDIT: Maybey tweak:
const static float scale = 4.5f;
//spread of bloom
const static float BloomBoost = 1.50f;
//brightness of bloom
That seems to be the area I want to mess about with. I will tinker around with it in the mean time, but if anyone has any good recommendations that would be awesome as well.
//Polik GroNak Blurry HDR Bloomtexture lastpass;texture lastshader;texture lastframe;sampler s0 = sampler_state { magfilter=linear; AddressU=Clamp; AddressV=Clamp;};sampler s1 = sampler_state { texture = <lastpass>; magfilter=linear; AddressU=Clamp; AddressV=Clamp; };sampler s2 = sampler_state { texture=<lastshader>; magfilter=linear; AddressU=Clamp; AddressV=Clamp;};const static float scale = 4.5f;//spread of bloomconst static float BloomBoost = 1.50f;//brightness of bloomfloat4 HDR = 0;//float4(0.5,0.5,0.5,0.1);const static int kernelsize = 9;const float1 blurPixs[kernelsize] = { {-4.00}, {-3.00}, {-2.00}, {-1.00}, {0.0}, {1.000}, {2.00}, {3.00}, {4.00}};const float1 blurMags[kernelsize] = { {0.55}, {0.70}, {0.85}, {0.95}, {1.00}, {0.95}, {0.85}, {0.70}, {0.55}};float2 rcpres;//31float4 DownScaleBloomV( float2 Tex : TEXCOORD0 ) : COLOR0{ float3 color = 0; float3 color2 = 0; if (Tex.x < 1.02/scale && Tex.y < 1.02/scale){ for (int i=0; i<kernelsize; i++){ color2 = tex2D( s0, (Tex + float2(0,blurPixs[i])*rcpres)*scale ); color += color2*float3(blurMags[i],blurMags[i],blurMags[i]); } color = pow(color, HDR.r*2+1)/(HDR.r*7+1); } return float4(BloomBoost*color/kernelsize, 1);}float4 DownScaleBloomH( float2 Tex : TEXCOORD0 ) : COLOR0{ float3 color = 0; float3 color2 = 0; if (Tex.x < 1.02/scale && Tex.y < 1.02/scale){ for (int i=0; i<kernelsize; i++){ color2 = tex2D( s1, Tex + float2(blurPixs[i],0)*rcpres ); color += color2*float3(blurMags[i],blurMags[i],blurMags[i]); } color = pow(color, HDR.r*2+1)/(HDR.r*7+1); } return float4(BloomBoost*color/kernelsize, 1);}float4 UpScaleCombine( float2 Tex : TEXCOORD0 ) : COLOR0{ float3 color = tex2D( s1, Tex/scale ); float3 color2 = tex2D( s2, Tex ); return float4(color*1*clamp((1.5-HDR.r*2)+abs(HDR.a-HDR.r),0,2)+pow(color2*1, 3-clamp((2.4-HDR.r*1.4)-abs(HDR.a-HDR.r),0,2.4)) , 1);}technique T0{ pass p1{PixelShader = compile ps_2_0 DownScaleBloomV();} pass p1{PixelShader = compile ps_2_0 DownScaleBloomH();} pass p1{PixelShader = compile ps_2_0 UpScaleCombine();}}