-
Notifications
You must be signed in to change notification settings - Fork 60
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bloom fixes #1441
base: master
Are you sure you want to change the base?
Bloom fixes #1441
Conversation
VReaperV
commented
Nov 18, 2024
- Removed mip-levels from contrast and bloom FBOs, other than the base one since that's the only one that we use.
- NUKED one of the blur shaders and moved everything into just one of them, since the difference was only the components of a vec2 being switched, which is better done with a uniform.
- Fixes Bloom has no effect #1438.
13e2d66
to
639d21e
Compare
It doesn't seem to do the same thing as in 0.54.0. Here's map "zandronum" There is a lot of added brightness around the top left corner of the photograph that shouldn't be there. While reviewing the first commit, I noticed that in the old code a "contrast" shader is the first one executed, while the commit changes it so that a "blur" shader is first. |
It's still executed first, at lines #3075-3090. Both use the blur shader(s) after the contrast one.
Could it be due to framebuffer format changes? |
I see.
I tried reverting |
Hmm, that's weird. I'll look at what the issue is later. On my end on the same map + viewpos the effect is not as strong as on the 2nd screenshot, but still brighter than the 1st one. |
The only difference between the 2 shaders was switching the 2 components of a vec2, which is better done by using a uniform instead of switching shaders. Simplifies the code as well.
|