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.
37 lines
1.2 KiB
XML
37 lines
1.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/histogram-column</name>
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<parameters>
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<!-- exposure.glsl -->
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<exposure-compensation>
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<use>/sim/rendering/hdr/exposure-compensation</use>
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</exposure-compensation>
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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_notexcoord.vert</vertex-shader>
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<fragment-shader>Shaders/HDR/histogram_column.frag</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/histogram.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/exposure.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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<!-- exposure.glsl -->
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<uniform>
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<name>lum_tex</name>
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<type>sampler-2d</type>
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<value type="int">14</value>
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</uniform>
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<uniform>
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<name>exposure_compensation</name>
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<type>float</type>
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<value><use>exposure-compensation</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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