Expand description
GPU post-processing pipeline.
scene FBO (RGBA16F ×2: colour, emission) at render scale
├─ emission ─► bloom pyramid: threshold, blur down, tent-filter up
└─ colour ───┐
├─ composite: refraction, lens, exposure, indirect light,
│ bloom, halation, shafts, flare, flash,
│ tonemap, grade, vignette, grain, dither
│ ├─ (fxaa off) ─► screen
│ └─ (fxaa on) ─► LDR FBO ─► FXAA ─► screenThe scene targets are half-float. Before this they were eight bits per channel, which meant a scene lit by a few hundred thousand overlapping emissive particles was clipped to white before the composite ever saw it, and the exposure, tonemap and halation were working on a picture that had already lost its highlights. Now the composite is the first place the range is brought down.