1 |
Oh good, because from a cursory glance it looks like a near perfect LDR bloom shader. I'd need to test it a bit and read it at home on my desktop to see if there even is anything to add or change.
|
1 |
Oh good, because from a cursory glance it looks like a near perfect LDR bloom shader. I'd need to test it a bit and read it at home on my desktop to see if there even is anything to add or change.
|
2 |
\n
|
2 |
\n
|
3 |
Hmm, played around with it a bit. It looks good (though I needed to tweak it a bit for smoother transitioning into the blooming bits), but I'm a little concerned with the deferred shader path saying it is "correct" to not use specular highlights. Granted specular highlights are themselves a cheat to get around computing actual light reflections, they are still light reflecting, which can be bright enough to bloom easily (even something soft like your hand on a sunny day).
|
3 |
Hmm, played around with it a bit. It looks good (though I needed to tweak it a bit for smoother transitioning into the blooming bits), but I'm a little concerned with the deferred shader path saying it is "correct" to not use specular highlights. Granted specular highlights are themselves a cheat to get around computing actual light reflections, they are still light reflecting, which can be bright enough to bloom easily (even something soft like your hand on a sunny day).
|
4 |
\n
|
4 |
\n
|
5 |
Playing
around
a
bit
more,
and
I'm
noticing
that
it
is
half
as
fast
as
the
modifications
[url=http://pastebin.
com/5fBDd2FR]I
made
to
v0.
31[/url]
that
made
it
compute
the
gaussian
distribution
on
the
fly,
rather
than
in
advance
and
then
accessed
by
arrays.
The
shader
with
the
gaussian
distribtion
performs
about
2x
as
fast
on
my
GTX
570
as
the
array-based
one
you
linked,
despite
using
exp
in
the
shader
code.
|
5 |
Playing
around
a
bit
more,
and
I'm
noticing
that
it
is
half
as
fast
as
the
modifications
[url=http://pastebin.
com/5fBDd2FR]I
made
to
v0.
31[/url]
that
made
it
compute
the
gaussian
distribution
on
the
fly,
rather
than
in
advance
and
then
accessed
by
arrays.
The
shader
with
the
gaussian
distribtion
performs
about
2x
as
fast
on
my
GTX
570
as
the
array-based
one
you
linked,
despite
using
exp
in
the
shader
code.
However,
attempting
to
use
exp
inside
the
shaders
you
provided
in
place
of
arrays
changes
nothing
about
performance.
|