LightScatteringFilter : changed the way the light shafts are blended into the original scene.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/branches/gradle-restructure@11056 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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				| @ -29,7 +29,8 @@ void main(void) | |||||||
|         res /= m_NbSamples; |         res /= m_NbSamples; | ||||||
| 
 | 
 | ||||||
|         //Blend the original color with the averaged pixels |         //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{ |     }else{ | ||||||
|         gl_FragColor= texture2D(m_Texture,texCoord); |         gl_FragColor= texture2D(m_Texture,texCoord); | ||||||
|     } |     } | ||||||
|  | |||||||
| @ -33,7 +33,8 @@ void main(void) | |||||||
|         res /= m_NbSamples; |         res /= m_NbSamples; | ||||||
| 
 | 
 | ||||||
|         //Blend the original color with the averaged pixels |         //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{ |     }else{ | ||||||
|         fragColor = getColor(m_Texture,texCoord); |         fragColor = getColor(m_Texture,texCoord); | ||||||
|     } |     } | ||||||
|  | |||||||
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