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Posted

I have a question about shader.

How does this work and why is it needed:

    //---------------------------------------------------------
	// Tone Map to convert HDR values to range 0.0 - 1.0
	//---------------------------------------------------------
	draw_Color.xyz = color.xyz / (color.xyz + vec3(1.0));

ย 

Posted

I copied that from the original cubemap reflection shader, no clue about its origin or purpose. To be honest, I forgot about that line, or I would have tried to see what it looks like without it ๐Ÿคจ

  • 2 years later...
Posted

This is old I know, but for capturing world location, getviewpos has that info already, so modifying the cubemap capture to also grab this info shouldn't be too hard.

  • Like 1

I always assumed I'd taste like boot leather.

ย 

Posted
31 minutes ago, AluminumHaste said:

This is old I know, but for capturing world location, getviewpos has that info already, so modifying the cubemap capture to also grab this info shouldn't be too hard.

Still very relevant since a solution to our lack of reflections hasn't been found, this is the type of thread revival I find most welcome. We've been talking about PBR (whether in general or for TDM) and I've been intrigued on whether we can get proper reflections using the specular maps of textures as (reverse) roughness. With the release of 2.11 not far away I've been wanting to hope some sort of solution might make it in time even if that seems unlikely.

https://bugs.thedarkmod.com/view.php?id=5239

There's currently an open ticket on implementing light probes that can automatically capture a cubemap from a given position. The technique used here would definitely come in handy for such a thing!

An issue with those is mappers would need to add them manually: I'd really prefer an universal solution like SSR so it can work on all FM's without requiring the mapper to enable it, same way SSAO came as an universal improvement. Thus my first idea was rendering a realtime cubemap from the player's POV each frame or every X frames... that would brutalize performance however, especially as it would open all portals around the player to capture a 360* panorama (goodbye view culling).

Also it's worth remembering we're dealing with two independent yet interconnected issues here: Ambient lighting and reflection. Ideally a single solution can tackle both, lighting walls with the ambiance of the room as well as showing the reflected view that moves around with the camera. If we were to do it right maybe we could use a smart cubemap to achieve bounce lighting / realtime irradiance... I'm probably going so far off there, still who knows ๐Ÿ˜„

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