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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