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fgdata/Effects/HDR/histogram-column.eff
Fernando García Liñán f53a170539 HDR: Better bloom effect
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.
2023-04-13 00:30:02 +02:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/HDR/histogram-column</name>
<parameters>
<!-- exposure.glsl -->
<exposure-compensation>
<use>/sim/rendering/hdr/exposure-compensation</use>
</exposure-compensation>
</parameters>
<technique n="1">
<pass>
<program>
<vertex-shader>Shaders/HDR/quad_notexcoord.vert</vertex-shader>
<fragment-shader>Shaders/HDR/histogram_column.frag</fragment-shader>
<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/histogram.glsl</fragment-shader>
<fragment-shader>Shaders/HDR/exposure.glsl</fragment-shader>
</program>
<uniform>
<name>hdr_tex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<!-- exposure.glsl -->
<uniform>
<name>lum_tex</name>
<type>sampler-2d</type>
<value type="int">14</value>
</uniform>
<uniform>
<name>exposure_compensation</name>
<type>float</type>
<value><use>exposure-compensation</use></value>
</uniform>
</pass>
</technique>
</PropertyList>