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A programming language for OpenGL shaders.
0
votes
1
answer
796
views
Blurring part of the screen - optimisation
I develop 3d menu and sometimes I need to blur only part of the screen. I use a forward rendering. I create a frame buffer object with 3 color attachments. Rendering looks like this:
bind fbo
rende …
1
vote
1
answer
1k
views
samplerCubeShadow and texture offset
I use sampler2DShadow when accessing a single shadow map. I create PCF in this way:
result += textureProjOffset(ShadowSampler, ShadowCoord, ivec2(-1,-1));
result += textureProjOffset(ShadowSampler, …
1
vote
1
answer
548
views
how to use a mask texture?
A texture pack for a sponza model contains mask textures (black and white). I guess that I should read only a red channel from that texture, right ? I use deferred rendering and for shading calculati …
0
votes
1
answer
189
views
deferred rendering and a few shading functions
How to use a few shading functions together with deferred rendering (for example some objects are shaded based on a lighting equation,
other get a fixed color) ? I draw a full screen quad when shadin …
2
votes
1
answer
739
views
gbuffer - how to store an integer data
In a gbuffer I store a diffuse color in following texture:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
I want to store an integer data which represen …
3
votes
1
answer
2k
views
how to organize rendering
I use a deferred rendering. During g-buffer stage my rendering loop for a sponza model (obj format) looks like this:
int i = 0;
int sum = 0;
map<string, mtlItem *>::const_iterator itrEnd = mtl.getIt …
8
votes
1
answer
7k
views
Exponential Variance Shadow Mapping - implementation
I use a variance shadow mapping with a "standard" light bleeding fix in my graphics engine which is based on deferred rendering.. I have a single shadow map for a directional light beacause a test sce …
2
votes
1
answer
2k
views
RGB to xyY color space conversion and luminance
The luminance calculated by following GLSL functions (fragment shaders - tonemap) has different value:
float GetLuminance (vec3 rgb)
{
return (0.2126 * rgb.x) + (0.7152 * rgb.y) + (0.0722 * rgb.z …
0
votes
1
answer
7k
views
Reinhard tone mapping and color space [closed]
I found two ways of doing tone mapping (first, second):
//Ld - this part of the code is the same for both versions
float lum = dot(rgb, vec3(0.2126f, 0.7152f, 0.0722f));
float L = (scale / averageLum …