Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
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17 changed files with 358 additions and 40 deletions
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@ -46,7 +46,7 @@ void FBloomExtractShader::Bind()
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(mShader, "SceneTexture");
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Exposure.Init(mShader, "ExposureAdjustment");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Scale.Init(mShader, "Scale");
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Offset.Init(mShader, "Offset");
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}
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