LightScatteringFilter : changed the way the light shafts are blended into the original scene.

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11057 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
rem..om 11 years ago
parent b997470504
commit 826900a5d3
  1. 3
      engine/src/core-effects/Common/MatDefs/Post/LightScattering.frag
  2. 7
      engine/src/core-effects/Common/MatDefs/Post/LightScattering15.frag

@ -29,7 +29,8 @@ void main(void)
res /= m_NbSamples;
//Blend the original color with the averaged pixels
gl_FragColor =mix( colorRes, res, m_LightDensity);
float mean = (res.r + res.g + res.b)/3;
fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);
}else{
gl_FragColor= texture2D(m_Texture,texCoord);
}

@ -28,12 +28,13 @@ void main(void)
scaledCoord=texCoo*scale + m_LightPosition.xy;
if(fetchTextureSample(m_DepthTexture, scaledCoord,0).r==1.0){
res += fetchTextureSample(m_Texture,scaledCoord,0);
}
}
}
res /= m_NbSamples;
//Blend the original color with the averaged pixels
fragColor = mix( colorRes, res, m_LightDensity);
float mean = (res.r + res.g + res.b)/3;
fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);
}else{
fragColor = getColor(m_Texture,texCoord);
}

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