lhofhansl
8c56434bd3
Clamp pre-bloom color to valid range ( #15453 )
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That avoids flashing artifacts when combining MSAA and bloom.
2024-11-25 11:56:32 -08:00
Lars
e0d4a9d575
Make volumetric light effect strength server controllable
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- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom
2023-12-21 16:21:01 -08:00
x2048
04f0d545da
Initial implementation of 'Godrays'
2023-12-21 16:21:01 -08:00
x2048
4cd6b773bb
Fix no color values on bloom texture ( #13197 )
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Align meaning of 'exposure' variable across different stages
Put 'exposure' variable behind ENABLE_AUTO_EXPOSURE
2023-02-10 21:04:37 +01:00
x2048
6d45c243f8
Add dynamic exposure correction ( #12959 )
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* Add uniform for frame delta time
* Adjust exposure in logarithmic (EV) space
* Add network support and LUA API
* Add testing mod
2023-01-06 22:33:25 +01:00
x2048
9b24041394
Improve bloom effect ( #12916 )
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* Remove the built-in exposure factor of 2.5
* Add physics-based bloom (https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom )
* Add luminance scaling for bloom layer to simulate HDR
* Add setting to control bloom strength
2022-11-02 09:09:48 +01:00
x2048
579fc93c24
Make bloom shaders compatible with GLES2 ( #12834 )
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Co-authored-by: Muhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
2022-10-04 13:52:56 +01:00
x2048
9df79a4b2d
Bloom ( #12791 )
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Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
2022-09-29 20:34:05 +02:00