Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing

This commit is contained in:
Magnus Norddahl 2016-09-18 15:57:22 +02:00
commit 1e2935f4e0
17 changed files with 358 additions and 40 deletions

View file

@ -46,7 +46,7 @@ void FBloomExtractShader::Bind()
mShader.Link("shaders/glsl/bloomextract");
mShader.SetAttribLocation(0, "PositionInProjection");
SceneTexture.Init(mShader, "SceneTexture");
Exposure.Init(mShader, "ExposureAdjustment");
ExposureTexture.Init(mShader, "ExposureTexture");
Scale.Init(mShader, "Scale");
Offset.Init(mShader, "Offset");
}