As per Duzenko's request here: http://forums.thedarkmod.com/topic/19650-glsl-custom-shaders-a-mapper-wanted/page-2?do=findComment&comment=427749   Currently we can't use bloom with lights as efficiently as in other engines. Blend add mode, along with emissive texture does not allow the light to be bigger than actual bounds of a model, even with high bloom intensity settings. Example:     Now in other non-PBR engines like UDK, you have Emissive slot in your material definition, and you can u