Showing posts with label hdr. Show all posts
Showing posts with label hdr. Show all posts

Sunday, October 17, 2010

Something like HDR

This is not real HDR because input scene is stored in a PF_FLOAT_A8R8G8B8 buffer not a PF_FLOAT16_RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one (storing diffuse in RGB and specular in A) and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesn't render the sky

With hdrExposure set to 1.5f.







With hdrExposure set to 2.0f: