change bloom render texture format, and make gles/webgl work properly

This commit is contained in:
Green Sky 2022-03-29 15:32:33 +02:00
parent 5e58a61c93
commit 3dc66de3bc

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@ -26,14 +26,16 @@ void setup_bloom(
#ifdef MM_OPENGL_3_GLES #ifdef MM_OPENGL_3_GLES
#if 0 // NOPE!! #if 0 // NOPE!!
// TODO: caps at 1, invest in half float? // TODO: caps at 1, invest in half float?
const auto bloom_internal_format = GL_RGB565; // prolly fine const auto bloom_internal_format = GL_RGB565; // prolly fine. NOPE its not. it causes green pixely halos
const auto bloom_format_type = GL_UNSIGNED_BYTE; const auto bloom_format_type = GL_UNSIGNED_BYTE;
#else #else
const auto bloom_internal_format = GL_RGB16F; //const auto bloom_internal_format = GL_RGBA16F;
const auto bloom_internal_format = GL_R11F_G11F_B10F;
const auto bloom_format_type = GL_FLOAT; const auto bloom_format_type = GL_FLOAT;
#endif #endif
#else #else
const auto bloom_internal_format = GL_RGB16F; //const auto bloom_internal_format = GL_RGB16F;
const auto bloom_internal_format = GL_R11F_G11F_B10F;
const auto bloom_format_type = GL_FLOAT; const auto bloom_format_type = GL_FLOAT;
#endif #endif