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Bloom fixes #1441
Bloom fixes #1441
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VReaperV
commented
Nov 18, 2024
- Removed mip-levels from contrast and bloom FBOs, other than the base one since that's the only one that we use.
- NUKED one of the blur shaders and moved everything into just one of them, since the difference was only the components of a vec2 being switched, which is better done with a uniform.
- Fixes Bloom has no effect #1438.
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It doesn't seem to do the same thing as in 0.54.0. Here's map "zandronum" There is a lot of added brightness around the top left corner of the photograph that shouldn't be there. While reviewing the first commit, I noticed that in the old code a "contrast" shader is the first one executed, while the commit changes it so that a "blur" shader is first. |
It's still executed first, at lines #3075-3090. Both use the blur shader(s) after the contrast one.
Could it be due to framebuffer format changes? |
I see.
I tried reverting |
Hmm, that's weird. I'll look at what the issue is later. On my end on the same map + viewpos the effect is not as strong as on the 2nd screenshot, but still brighter than the 1st one. |
The only difference between the 2 shaders was switching the 2 components of a vec2, which is better done by using a uniform instead of switching shaders. Simplifies the code as well.
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LGTM |