A little bit of bloom on indirect shiny reflections in deferred.
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@@ -278,6 +278,13 @@ vec3 unpack(vec2 tc)
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#endif
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}
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float luminance(vec3 color)
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{
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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void main()
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{
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vec2 tc = vary_fragcoord.xy;
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@@ -316,8 +323,10 @@ void main()
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
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max(spec.a-diffuse.a*2.0, 0.0));
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vec3 env = textureCube(environmentMap, env_vec).rgb;
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bloom = (luminance(env) - .45)*.25;
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col = mix(col.rgb, env,
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max(spec.a-diffuse.a*2.0, 0.0));
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}
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col = atmosLighting(col);
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@@ -79,6 +79,13 @@ vec3 vary_AmblitColor;
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vec3 vary_AdditiveColor;
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vec3 vary_AtmosAttenuation;
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float luminance(vec3 color)
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{
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/// CALCULATING LUMINANCE (Using NTSC lum weights)
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/// http://en.wikipedia.org/wiki/Luma_%28video%29
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return dot(color, vec3(0.299, 0.587, 0.114));
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}
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vec4 getPosition_d(vec2 pos_screen, float depth)
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{
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vec2 sc = pos_screen.xy*2.0;
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@@ -324,7 +331,9 @@ void main()
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//add environmentmap
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vec3 env_vec = env_mat * refnormpersp;
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col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
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vec3 env = textureCube(environmentMap, env_vec).rgb;
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bloom = (luminance(env) - .45)*.25;
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col = mix(col.rgb, env,
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max(spec.a-diffuse.a*2.0, 0.0));
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}
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