Reputation: 6037
the last few days i was reading a lot articles about post-processing with bloom etc. and i was able to implement a render to texture functionality with this texture running through a sperate shader. Now i have some questions regarding the whole thing.
Thanks for anyone care to explain this things to me ;)
Upvotes: 0
Views: 1691
Reputation: 4962
Suppose that:
you have the "luminance" for each renderer pixel in a single texture
this texture hold floating point values that can be greater that 1.0
Now:
You do a blur pass (possibly a separate blur), only considering pixels with a value greater than 1.0, and put the blur result in another texture.
Finally:
In a last shader you do the final presentation to screen. You sample from both the "luminance" (clamped to 1.0) and the "blurred excess luminance" and add them, obtaining the so-called bloom effect.
Upvotes: 0
Reputation: 10906
Let me try to answer some of your questions
Upvotes: 2