Comments on: [Shader Library] Dream Vision Post Processing Filter (GLSL) https://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Sun, 07 Nov 2010 09:42:22 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Matumbo https://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/#comment-8461 Fri, 13 Nov 2009 08:29:30 +0000 http://www.geeks3d.com/?p=6113#comment-8461 What do you smoke before going to bed ?

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By: Groovounet https://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/#comment-8447 Thu, 12 Nov 2009 17:22:20 +0000 http://www.geeks3d.com/?p=6113#comment-8447 Btw, it would be better to save the colorbuffer in black and white to reduce by 3 the memory bandwise of it using a GL_RED texture. Moreover, this allows the use of the gather4 instruction to either reduce the number of texture fetch or increase the blur quality.

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By: Groovounet https://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/#comment-8446 Thu, 12 Nov 2009 17:16:37 +0000 http://www.geeks3d.com/?p=6113#comment-8446 c.rgb = vec3((c.r+c.g+c.b)/3.0);
It’s not really a proper way to do color to B/W convertion. Your conversion display a B/W with a kind of purple filter.
A standard establish weights for this purpose: R * 0.33, G * 0.59, B * 0.11.
It represents the eye sensibility for each channel.

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