Make bloom effect more subtle.
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@ -626,27 +626,23 @@ void PostProcessing::render()
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_HALF1));
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glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_TMP2));
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renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1),
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irr_driver->getFBO(FBO_HALF2), irr_driver->getRenderTargetTexture(RTT_HALF2), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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// To quarter
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_QUARTER1));
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glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_HALF1));
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renderGaussian6Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2), UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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// To eighth
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glBindFramebuffer(GL_FRAMEBUFFER, irr_driver->getFBO(FBO_EIGHTH1));
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glViewport(0, 0, UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
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renderPassThrough(irr_driver->getRenderTargetTexture(RTT_QUARTER1));
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// Blur it for distribution.
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glViewport(0, 0, UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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renderGaussian6Blur(irr_driver->getFBO(FBO_HALF1), irr_driver->getRenderTargetTexture(RTT_HALF1),
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irr_driver->getFBO(FBO_HALF2), irr_driver->getRenderTargetTexture(RTT_HALF2), UserConfigParams::m_width / 2, UserConfigParams::m_height / 2);
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glViewport(0, 0, UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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renderGaussian6Blur(irr_driver->getFBO(FBO_QUARTER1), irr_driver->getRenderTargetTexture(RTT_QUARTER1),
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irr_driver->getFBO(FBO_QUARTER2), irr_driver->getRenderTargetTexture(RTT_QUARTER2), UserConfigParams::m_width / 4, UserConfigParams::m_height / 4);
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glViewport(0, 0, UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
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renderGaussian6Blur(irr_driver->getFBO(FBO_EIGHTH1), irr_driver->getRenderTargetTexture(RTT_EIGHTH1),
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irr_driver->getFBO(FBO_EIGHTH2), irr_driver->getRenderTargetTexture(RTT_EIGHTH2), UserConfigParams::m_width / 8, UserConfigParams::m_height / 8);
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glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);
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// Additively blend on top of tmp1
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