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5 changed files with 18 additions and 21 deletions
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@ -1,7 +1,4 @@
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uniform sampler2D baseTexture;
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uniform sampler2D baseTexture;
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uniform vec2 texelSize0;
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varying vec3 sunTint;
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uniform vec3 dayLight;
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uniform vec3 dayLight;
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uniform lowp vec4 fogColor;
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uniform lowp vec4 fogColor;
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@ -33,6 +30,7 @@ uniform float animationTimer;
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varying float f_normal_length;
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varying float f_normal_length;
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varying vec3 shadow_position;
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varying vec3 shadow_position;
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varying float perspective_factor;
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varying float perspective_factor;
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varying vec3 sunTint;
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#endif
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#endif
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varying vec3 vNormal;
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varying vec3 vNormal;
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@ -58,7 +58,9 @@ uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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uniform float zPerspectiveBias;
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uniform vec3 beta_r0_l;
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#ifdef ENABLE_TINTED_SUNLIGHT
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uniform vec3 beta_r0_l;
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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#ifdef ENABLE_DYNAMIC_SHADOWS
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@ -221,6 +221,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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}};
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}};
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float m_user_exposure_compensation;
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float m_user_exposure_compensation;
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bool m_bloom_enabled;
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bool m_bloom_enabled;
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bool m_color_grading_enabled;
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel{"bloomIntensity"};
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel{"bloomIntensity"};
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CachedPixelShaderSetting<float> m_bloom_strength_pixel{"bloomStrength"};
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CachedPixelShaderSetting<float> m_bloom_strength_pixel{"bloomStrength"};
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CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
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CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
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@ -278,6 +279,7 @@ public:
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
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m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
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m_gamma = g_settings->getFloat("secondstage_gamma");
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m_gamma = g_settings->getFloat("secondstage_gamma");
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m_color_grading_enabled = g_settings->getBool("enable_color_grading");
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}
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}
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~GameGlobalShaderConstantSetter()
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~GameGlobalShaderConstantSetter()
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@ -368,14 +370,11 @@ public:
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m_foliage_translucency_pixel.set(&lighting.foliage_translucency, services);
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m_foliage_translucency_pixel.set(&lighting.foliage_translucency, services);
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m_specular_intensity_pixel.set(&lighting.specular_intensity, services);
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m_specular_intensity_pixel.set(&lighting.specular_intensity, services);
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if (g_settings->getBool("enable_color_grading")) {
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if (m_color_grading_enabled) {
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const ColorDecisionList& cdl_params = lighting.cdl;
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const ColorDecisionList& cdl_params = lighting.cdl;
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core::vector3df slope = cdl_params.slope;
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m_cdl_slope_pixel.set(cdl_params.slope, services);
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m_cdl_slope_pixel.set(slope, services);
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m_cdl_offset_pixel.set(cdl_params.offset, services);
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core::vector3df offset = cdl_params.offset;
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m_cdl_power_pixel.set(cdl_params.power, services);
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m_cdl_offset_pixel.set(offset, services);
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core::vector3df power = cdl_params.power;
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m_cdl_power_pixel.set(power, services);
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}
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}
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if (m_volumetric_light_enabled) {
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if (m_volumetric_light_enabled) {
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@ -422,7 +421,7 @@ public:
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m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
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m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
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}
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}
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core::vector3df beta_r0 = lighting.volumetric_beta_r0;
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v3f beta_r0 = lighting.volumetric_beta_r0;
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m_volumetric_beta_r0_vertex.set(beta_r0, services);
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m_volumetric_beta_r0_vertex.set(beta_r0, services);
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m_volumetric_beta_r0_pixel.set(beta_r0, services);
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m_volumetric_beta_r0_pixel.set(beta_r0, services);
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}
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}
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@ -4,9 +4,7 @@
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#pragma once
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#pragma once
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#include "SColor.h"
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#include "SColor.h"
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#include "vector3d.h"
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#include "irr_v3d.h"
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using namespace irr;
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/**
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/**
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* Parameters for automatic exposure compensation
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* Parameters for automatic exposure compensation
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@ -35,7 +33,7 @@ struct AutoExposure
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};
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};
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/**
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/**
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* Parameters for vignette in post
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* Parameters for vignette in post-processing
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*
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*
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*/
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*/
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struct Vignette {
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struct Vignette {
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@ -56,9 +54,9 @@ struct Vignette {
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*
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*
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*/
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*/
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struct ColorDecisionList {
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struct ColorDecisionList {
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core::vector3df slope{1.0, 1.0, 1.0};
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v3f slope{1.0, 1.0, 1.0};
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core::vector3df offset{0.0, 0.0, 0.0};
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v3f offset{0.0, 0.0, 0.0};
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core::vector3df power{1.0, 1.0, 1.0};
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v3f power{1.0, 1.0, 1.0};
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};
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};
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/** Describes ambient light settings for a player
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/** Describes ambient light settings for a player
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@ -75,7 +73,7 @@ struct Lighting
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float specular_intensity{1.5f};
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float specular_intensity{1.5f};
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// These factors are calculated based on expected value of scattering factor of 1e-5
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
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core::vector3df volumetric_beta_r0{ 3.3362176e-01, 8.75378289198826e-01, 1.95342379700656 };
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v3f volumetric_beta_r0{ 3.3362176e-01f, 8.753783e-01f, 1.9534237f };
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video::SColor artificial_light_color{ 255, 133, 133, 133 };
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video::SColor artificial_light_color{ 255, 133, 133, 133 };
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video::SColor shadow_tint {255, 0, 0, 0};
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video::SColor shadow_tint {255, 0, 0, 0};
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float bloom_intensity {0.05f};
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float bloom_intensity {0.05f};
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