From c74bbda663028c8ec621c899396899891931e5f4 Mon Sep 17 00:00:00 2001 From: samcake Date: Thu, 10 Dec 2015 18:02:02 -0800 Subject: [PATCH] Nothing fancy --- libraries/render-utils/src/FramebufferCache.cpp | 6 +++--- libraries/render-utils/src/ToneMappingEffect.cpp | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/libraries/render-utils/src/FramebufferCache.cpp b/libraries/render-utils/src/FramebufferCache.cpp index 83ba8b6950..e0ad3dedd2 100644 --- a/libraries/render-utils/src/FramebufferCache.cpp +++ b/libraries/render-utils/src/FramebufferCache.cpp @@ -88,9 +88,9 @@ void FramebufferCache::createPrimaryFramebuffer() { _selfieFramebuffer->setRenderBuffer(0, tex); //_lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element::COLOR_RGBA_32, width, height, defaultSampler)); - _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler)); - // _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler)); - _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); + //lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC3, gpu::NUINT8, gpu::R11G11B10), width, height, defaultSampler)); + _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::VEC4, gpu::HALF, gpu::RGBA), width, height, defaultSampler)); + _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); } diff --git a/libraries/render-utils/src/ToneMappingEffect.cpp b/libraries/render-utils/src/ToneMappingEffect.cpp index ea38884fac..1857d76cbf 100644 --- a/libraries/render-utils/src/ToneMappingEffect.cpp +++ b/libraries/render-utils/src/ToneMappingEffect.cpp @@ -50,7 +50,7 @@ void ToneMappingEffect::init() { // Manually gamma correct from Ligthing BUffer to color buffer // outFragColor.xyz = pow( fragColor.xyz , vec3(1.0 / 2.2) ); - fragColor *= 4.0; // Hardcoded Exposure Adjustment + fragColor *= 2.0; // Hardcoded Exposure Adjustment vec3 x = max(vec3(0.0),fragColor.xyz-0.004); vec3 retColor = (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);