overbright lighting?
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Re: overbright lighting?
Why not just add a multiplier to the fragment program and multiply all normalized light by it? Just some constant as a map value, mind you.
Or just strip the contrast part of the bloom shader's GLSL out and just use that to enhance overall contrast of the entire scene?
I mean... that shot from the FPS involves a point source with attenuation. Either of those ways should do what he really wants, which is higher overall light level for fragments which are lit, even if that routinely reaches 1.0 on all three channels.
Or just strip the contrast part of the bloom shader's GLSL out and just use that to enhance overall contrast of the entire scene?
I mean... that shot from the FPS involves a point source with attenuation. Either of those ways should do what he really wants, which is higher overall light level for fragments which are lit, even if that routinely reaches 1.0 on all three channels.
Re: overbright lighting?
that is probably what I am going to do (strip the contrast part from the bloom shader) but I wanted to see if there was another way
Re: overbright lighting?
That part's not the slow part, IIRC. It's the blur that's slow. So it should run just fine.
Doing it in the fragment shader has some speed advantages, but would have some serious drawbacks as well.
Doing it in the fragment shader has some speed advantages, but would have some serious drawbacks as well.
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: overbright lighting?
urm.... I can has code?
