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[$100 Bounty] High-Quality Bloom #2612
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Here is a high-quality bloom implementation in GLSL that aims to suppress flickering and provide a softer threshold: // uniform variables // varyings // blur function // main function
} This implementation assumes that the following input is provided as a vertex attribute: vTexCoord: the texture coordinate of the vertex And that the following uniforms are provided: tex: a texture containing the source image This implementation uses a separable blur filter, which applies horizontal and vertical blurs separately. This can be more efficient than a non-separable blur filter because it requires fewer texture samples. The blur function uses a simple box filter, which has the advantage of being fast but the disadvantage of producing less visually pleasing results compared to other blur filters such as Gaussian or Mitchell-Netravali. |
Closing this, as it was completed with: #2725 @MoritzBrueckner The bounty is yours if you want it 🙂 |
A working implementation of high-quality bloom will release the bounty of $100 on Bountysource.
Armory3D already have a working and fast bloom solution which works well for lower-end devices, but for high-end visuals it starts to show it's limitations, namely in terms of anti-flicker and smoothness. An implementation which suppresses flickering and provides a softer threshold should be in focus.
Implementation material (Inspiration):
Bountysource Link:
https://app.bountysource.com/issues/111898138-100-bounty-high-quality-bloom
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