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Re: Shader fun - this is a dev blog

Posted: 21 Sep 2013, 18:41
by Shadowfury333
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

Posted: 23 Sep 2013, 14:31
by Beherith
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

Posted: 23 Sep 2013, 15:51
by jK
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.
How? Just draw the bounding box and calc dist?

Re: Shader fun - this is a dev blog

Posted: 23 Sep 2013, 21:38
by Beherith
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

Posted: 23 Sep 2013, 22:00
by jK

Re: Shader fun - this is a dev blog

Posted: 17 Oct 2013, 00:26
by Beherith
YAY!
Thanks to Kloot, we can now get proper map normals!

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