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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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