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[3013] | 1 | 1) change shader system: look into fx files
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| 2 | 2) tone mapping
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| 3 | bloom (gaussian blur)
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| 4 | use downsampling: first 4x4 to luminance then 3 times further to 1x1
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| 5 | use 3 new render render targets for this
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| 6 |
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| 7 | 3) mrt channels:
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| 8 |
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| 9 | 2 mrts:
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| 10 |
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| 11 | mrt 1: rgba color + emmissive / luminance
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| 12 | mrt 2: world pos + projected depth
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| 13 | mrt 3: normals + w coordinate
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| 14 | mrt 4: flip-flop for mrt1
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| 15 |
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| 16 |
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| 17 | 4) idea: donwsample color texture for ao
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| 18 |
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| 19 | 5) use depth formula on projected depth (or use linear depth)
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| 20 | in order to combine ao + diffuse lookup into on texture lookup
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| 21 |
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| 22 |
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| 23 | reorder mrts:
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| 24 |
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| 25 | mrt 1: rgba color + projected depth
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| 26 | mrt 2: luminance
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| 27 | mrt 3: normals + w coordinate
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| 28 | mrt 4: flip-flop with mrt1 / store luminance after ssao
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| 29 |
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| 30 |
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| 31 | 6) render sun disc
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| 32 |
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| 33 |
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