f53a170539
We also now pre-expose our lighting before writing to the HDR buffers. This solves some precision issues and prevents the Sun from producing infinite values.
38 lines
1.2 KiB
XML
38 lines
1.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/postprocess</name>
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<parameters>
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<bloom-strength><use>/sim/rendering/hdr/bloom/strength</use></bloom-strength>
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<debug-ev100><use>/sim/rendering/hdr/debug/display-ev100</use></debug-ev100>
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</parameters>
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<technique n="1">
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<pass>
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<program>
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<vertex-shader>Shaders/HDR/quad.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/postprocess.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/aces.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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</program>
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<uniform>
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<name>hdr_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>bloom_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>bloom_strength</name>
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<type>float</type>
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<value><use>bloom-strength</use></value>
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</uniform>
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<uniform>
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<name>debug_ev100</name>
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<type>bool</type>
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<value><use>debug-ev100</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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