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.
30 lines
851 B
XML
30 lines
851 B
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/HDR/bloom-upsample</name>
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<parameters>
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<filter-radius><use>/sim/rendering/hdr/bloom/filter-radius</use></filter-radius>
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</parameters>
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<technique n="1">
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<pass>
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<blend>
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<active>true</active>
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<source>one</source>
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<destination>one</destination>
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</blend>
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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/bloom_upsample.frag</fragment-shader>
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</program>
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<uniform>
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<name>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>filter_radius</name>
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<type>float</type>
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<value><use>filter-radius</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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