The bloom post process in our engine is done via consecutive downscaling of the treshhold texture down to 1/64x1/64 of the main size. Every texture we use is R16G16B16A16 FP16. Afterwards, we ...
I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but ...
I need to store per-pixel bloom power in the final Render Target to make Tron-like effects, when even non-bright pixels can bloom. The value can easily be stored in an alpha channel without any magic ...