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	<title>Comments on: [Shader Library] Dream Vision Post Processing Filter (GLSL)</title>
	<atom:link href="http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/</link>
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		<title>By: Matumbo</title>
		<link>http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/comment-page-1/#comment-8461</link>
		<dc:creator>Matumbo</dc:creator>
		<pubDate>Fri, 13 Nov 2009 08:29:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.geeks3d.com/?p=6113#comment-8461</guid>
		<description>What do you smoke before going to bed ?</description>
		<content:encoded><![CDATA[<p>What do you smoke before going to bed ?</p>
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	<item>
		<title>By: Groovounet</title>
		<link>http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/comment-page-1/#comment-8447</link>
		<dc:creator>Groovounet</dc:creator>
		<pubDate>Thu, 12 Nov 2009 17:22:20 +0000</pubDate>
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		<description>Btw, it would be better to save the colorbuffer in black and white to reduce by 3 the memory bandwise of it using a GL_RED texture. Moreover, this allows the use of the gather4 instruction to either reduce the number of texture fetch or increase the blur quality.</description>
		<content:encoded><![CDATA[<p>Btw, it would be better to save the colorbuffer in black and white to reduce by 3 the memory bandwise of it using a GL_RED texture. Moreover, this allows the use of the gather4 instruction to either reduce the number of texture fetch or increase the blur quality.</p>
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		<title>By: Groovounet</title>
		<link>http://www.geeks3d.com/20091112/shader-library-dream-vision-post-processing-filter-glsl/comment-page-1/#comment-8446</link>
		<dc:creator>Groovounet</dc:creator>
		<pubDate>Thu, 12 Nov 2009 17:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.geeks3d.com/?p=6113#comment-8446</guid>
		<description>c.rgb = vec3((c.r+c.g+c.b)/3.0);
It&#039;s not really a proper way to do color to B/W convertion. Your conversion display a B/W with a kind of purple filter.
A standard establish weights for this purpose: R * 0.33, G * 0.59, B * 0.11.
It represents the eye sensibility for each channel.</description>
		<content:encoded><![CDATA[<p>c.rgb = vec3((c.r+c.g+c.b)/3.0);<br />
It&#8217;s not really a proper way to do color to B/W convertion. Your conversion display a B/W with a kind of purple filter.<br />
A standard establish weights for this purpose: R * 0.33, G * 0.59, B * 0.11.<br />
It represents the eye sensibility for each channel.</p>
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