[map] Shader fun - this is a dev blog
- Shadowfury333
- Posts: 55
- Joined: 25 Sep 2006, 00:32
Re: Shader fun - this is a dev blog
Are you planning to stick in HDR/tone mapping before the select bright pixels part of the bloom pipeline? I've found it really improves the look of bloom, since it avoids bright pixels producing a clamped-out white colour.
Re: Shader fun - this is a dev blog
Unlikely, since I am working on other parts of the shader first, like the best way to do a light source that is a line segment (laser scattering).
It is proving to be quite difficult.
It is proving to be quite difficult.
Re: Shader fun - this is a dev blog
How? Just draw the bounding box and calc dist?Beherith wrote:Unlikely, since I am working on other parts of the shader first, like the best way to do a light source that is a line segment (laser scattering).
It is proving to be quite difficult.
Re: Shader fun - this is a dev blog
yeah but with the bar the source I have to calc the dot product of the distance to the two ends of the line segment light to get the amount of light hitting it.
Re: Shader fun - this is a dev blog
YAY!
Thanks to Kloot, we can now get proper map normals!

Thanks to Kloot, we can now get proper map normals!
