Gondos
Active member
Yes, I did a cheap tonemapping to reduce saturation due to additional lights but the result is not that good :@Gondos
Did you change anything in the shaders besides the normal maps? I have the feeling that it looks a bit lacking in contrast.
Code:
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
//const float gamma=2.2;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = 1.3 * luma / (1. + luma);
color *= toneMappedLuma / luma;
//color = pow(color, vec3(1. / gamma));
return color;
}
Keep in mind that it is not a global tonemapper which would require finding the brightest spot in the image, I'll try to figure out how it is done in the D3D9 client...
Next I would like to set up some shadow mapping but it's a big step compared to normal maps.
Also I've read about sRGB color space which may explain part of the issue but my knowledge is still too weak to work on that yet.