Bloom the emissives and night lights #84
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elsie/liuverse#84
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The only emissive in the renderer is the per-instance color on body parts.
The present pass is a single tonemap blit: no bright-pass, no blur, no composite.
ACES clamps a bright torch tip or a lit window to flat white.
Night is where this matters: a lit window, a street lamp, the moon and a torch tip
should all bleed into the air around them. The campus at night is currently a dark
scene with hard-edged bright patches.
Add a small downsample/upsample chain after the forward pass and composite it
additively before the tonemap: threshold with a soft knee, 3-4 levels, tent
upsample.
MIP_BODYalready contains the reduction machinery and the fullscreenvertex shader, so the new part is the bright-pass and the composite. Cap levels
and resolution on GL.
Related: #77 and #78 occupy the same pass and should be ordered
deliberately (bloom after tonemap is fine for this look; FXAA last). #39 and #64
are what will be glowing.