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
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b997470504
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engine/src/core-effects/Common/MatDefs/Post
@ -29,7 +29,8 @@ void main(void)
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res /= m_NbSamples;
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res /= m_NbSamples;
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//Blend the original color with the averaged pixels
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//Blend the original color with the averaged pixels
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gl_FragColor =mix( colorRes, res, m_LightDensity);
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float mean = (res.r + res.g + res.b)/3;
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fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);
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}else{
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}else{
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gl_FragColor= texture2D(m_Texture,texCoord);
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gl_FragColor= texture2D(m_Texture,texCoord);
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}
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}
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@ -28,12 +28,13 @@ void main(void)
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scaledCoord=texCoo*scale + m_LightPosition.xy;
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scaledCoord=texCoo*scale + m_LightPosition.xy;
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if(fetchTextureSample(m_DepthTexture, scaledCoord,0).r==1.0){
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if(fetchTextureSample(m_DepthTexture, scaledCoord,0).r==1.0){
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res += fetchTextureSample(m_Texture,scaledCoord,0);
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res += fetchTextureSample(m_Texture,scaledCoord,0);
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}
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}
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}
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}
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res /= m_NbSamples;
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res /= m_NbSamples;
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//Blend the original color with the averaged pixels
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//Blend the original color with the averaged pixels
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fragColor = mix( colorRes, res, m_LightDensity);
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float mean = (res.r + res.g + res.b)/3;
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fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);
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}else{
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}else{
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fragColor = getColor(m_Texture,texCoord);
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fragColor = getColor(m_Texture,texCoord);
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}
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}
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