Merge pull request #723 from Azaezel/lightRay_Cleanup

Light ray cleanup
This commit is contained in:
Areloch 2014-10-01 22:34:23 -05:00
commit 099a91553a
4 changed files with 8 additions and 8 deletions

View file

@ -45,7 +45,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
col = tex2D( backBuffer, IN.uv0 ); col = tex2D( backBuffer, IN.uv0 );
//col = 1 - exp(-120000 * col); //col = 1 - exp(-120000 * col);
col += dot( col, LUMINANCE_VECTOR ) + 0.0001f; col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f;
col *= brightScalar; col *= brightScalar;
} }

View file

@ -59,7 +59,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos ); half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos );
// Divide by number of samples and scale by control factor. // Divide by number of samples and scale by control factor.
deltaTexCoord *= 1.0 / (half)samples * density; deltaTexCoord *= (half)(1.0 / samples * density);
// Evaluate summation from Equation 3 NUM_SAMPLES iterations. // Evaluate summation from Equation 3 NUM_SAMPLES iterations.
for ( int i = 0; i < samples; i++ ) for ( int i = 0; i < samples; i++ )
@ -71,13 +71,13 @@ float4 main( PFXVertToPix IN ) : COLOR0
half3 sample = (half3)tex2Dlod( frameSampler, texCoord ); half3 sample = (half3)tex2Dlod( frameSampler, texCoord );
// Apply sample attenuation scale/decay factors. // Apply sample attenuation scale/decay factors.
sample *= illuminationDecay * weight; sample *= half(illuminationDecay * weight);
// Accumulate combined color. // Accumulate combined color.
color += sample; color += sample;
// Update exponential decay factor. // Update exponential decay factor.
illuminationDecay *= decay; illuminationDecay *= half(decay);
} }
//return saturate( amount ) * color * Exposure; //return saturate( amount ) * color * Exposure;

View file

@ -45,7 +45,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
col = tex2D( backBuffer, IN.uv0 ); col = tex2D( backBuffer, IN.uv0 );
//col = 1 - exp(-120000 * col); //col = 1 - exp(-120000 * col);
col += dot( col, LUMINANCE_VECTOR ) + 0.0001f; col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f;
col *= brightScalar; col *= brightScalar;
} }

View file

@ -59,7 +59,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos ); half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos );
// Divide by number of samples and scale by control factor. // Divide by number of samples and scale by control factor.
deltaTexCoord *= 1.0 / (half)samples * density; deltaTexCoord *= (half)(1.0 / samples * density);
// Evaluate summation from Equation 3 NUM_SAMPLES iterations. // Evaluate summation from Equation 3 NUM_SAMPLES iterations.
for ( int i = 0; i < samples; i++ ) for ( int i = 0; i < samples; i++ )
@ -71,13 +71,13 @@ float4 main( PFXVertToPix IN ) : COLOR0
half3 sample = (half3)tex2Dlod( frameSampler, texCoord ); half3 sample = (half3)tex2Dlod( frameSampler, texCoord );
// Apply sample attenuation scale/decay factors. // Apply sample attenuation scale/decay factors.
sample *= illuminationDecay * weight; sample *= half(illuminationDecay * weight);
// Accumulate combined color. // Accumulate combined color.
color += sample; color += sample;
// Update exponential decay factor. // Update exponential decay factor.
illuminationDecay *= decay; illuminationDecay *= half(decay);
} }
//return saturate( amount ) * color * Exposure; //return saturate( amount ) * color * Exposure;