Hello Michael,
Michael Raab wrote:
> I think it looks ugly as I currently use RGB values instead of
> luminance. Maybe a shader could calculate luminance value from RGB. Is
> there a way to apply a shader chunk to all rendered geometries without
> assigned to each Chunkmaterial?
not with 1.8 I'm afraid (for 2.0 you could use a ChunkOverrideGroup), it
lacks the backend infrastructure to override individual chunks, you can
only replace the Material globally with a MaterialGroup, but then
everything is rendered with just one material...
That's why I suggested to render to FBO and run a post processing step
over the image, after all you only need to apply an image space operation.
Does anybody know what happens if you render to a single channel
(luminance) texture attached to an FBO, does that convert from RGB to
luminance automatically?
Cheers,
Carsten
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