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Reintroduce 'full screen blend' #110

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merged 3 commits into from
Apr 1, 2021
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res2k
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@res2k res2k commented Mar 19, 2021

One of the effects that's currently "lost" in RTX mode is the "full screen blend", where a color is mixed into the final image (literally, an alpha blended screen-covering rectangle). It's used for certain in-game events, eg damage received, item pickups, active effects (quad damage) - that has certainly value for the player. It's also used to give everything a murky color when underwater (so, for atmosphere of a sort).

I added the "full-screen blend" into the tone mapping step, after the final image, but before the tonemapping.
The motivation to add it there, and not the "final_blit" shader, was that I guess making it work with colors not mapped to [0,1] would be more useful if proper HDR output is ever added.

@res2k res2k changed the title Reintroduced 'full screen blend' Reintroduce 'full screen blend' Mar 20, 2021
@res2k res2k force-pushed the full-screen-blend branch from dc1b03e to 1455826 Compare March 30, 2021 23:16
@apanteleev apanteleev merged commit 1455826 into NVIDIA:master Apr 1, 2021
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Merged with a couple of improvements/tweaks. Thank you!

@res2k res2k deleted the full-screen-blend branch May 31, 2021 21:20
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