Hi,
I have implemented the global tonemapping operator (Reinhard). For this task I
use a downsampling pass which downsamples the input texture (with log luminance
per pixel) to a 1x1 texture computing the avarage log luminance of the input
texture. The next step, I try to do, is to copy the ava
Hi,
i need random float values in my fragment shader for some post-processing. I
create the random values on the cpu and stroe them in a float array. The next
step is, I try to do is to create a texture and copy the array with random
float values in all channels (RGBA) into the texture. In the
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