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preserve glowmap operating as faux lights for probes via oversaturation

(cherry picked from commit 5a2e04838ec2f11e119377d5380f3ed517b7cc56)
AzaezelX 2 лет назад
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Сommit
e83028d9ae

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl

@@ -100,7 +100,7 @@ void main()
    vec4 bloom = texture( bloomTex, IN_uv2 );
 
    // Add the bloom effect.     
-   _sample.rgb = mix(_sample.rgb, bloom.rgb, vec3(0.4));  
+   _sample.rgb +=bloom.rgb;  
            
    //Apply Exposure     
    _sample.rgb *= TO_Exposure(_sample.rgb, exposureValue, colorFilter);

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl

@@ -95,7 +95,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
    float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv2 ); 
         	    
    // Add the bloom effect.     
-   sample.rgb = lerp(sample.rgb, bloom.rgb, float3(0.04, 0.04, 0.04));        
+   sample.rgb += bloom.rgb;        
    		 	
 	//Apply Exposure     
    sample.rgb *= TO_Exposure(sample.rgb, exposureValue, colorFilter);