#README
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LIGHT DEPTH PASS, Render depth values of lights that cast shadows
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FRONT PASS, Render depth, albedo + noise, normal + specularity
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LIGHTS PASS, Render all lights into an accumulated buffer using blend(ONE,ONE)
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HDR BLUR PASS, Blur the image to bleed very intensive pixels, using a gaussian blur
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TONE MAP PASS, compose the final image from final and blur, then tonemap to 8-bit values
Thanks to Infinite Realities (www.ir-ltd.net) for the head model, http://www.cgfeedback.com/cgfeedback/showthread.php?t=751
Gaussian blur in glsl using linear sampling http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
Scattering approximation http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html
EXTERNAL DEPENDENCIES: glfw2: http://www.glfw.org/ glew: http://glew.sourceforge.net/ glm: http://glm.g-truc.net/