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Apply suggested changes

This commit is contained in:
Gefüllte Taubenbrust 2025-01-14 20:28:54 +01:00
parent 7fdad3600e
commit 632bd7a5f7
5 changed files with 18 additions and 21 deletions

View file

@ -1,7 +1,4 @@
uniform sampler2D baseTexture;
uniform vec2 texelSize0;
varying vec3 sunTint;
uniform vec3 dayLight;
uniform lowp vec4 fogColor;
@ -33,6 +30,7 @@ uniform float animationTimer;
varying float f_normal_length;
varying vec3 shadow_position;
varying float perspective_factor;
varying vec3 sunTint;
#endif
varying vec3 vNormal;

View file

@ -58,7 +58,9 @@ uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef ENABLE_TINTED_SUNLIGHT
uniform vec3 beta_r0_l;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS

View file

@ -221,6 +221,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
}};
float m_user_exposure_compensation;
bool m_bloom_enabled;
bool m_color_grading_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel{"bloomIntensity"};
CachedPixelShaderSetting<float> m_bloom_strength_pixel{"bloomStrength"};
CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
@ -278,6 +279,7 @@ public:
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
m_gamma = g_settings->getFloat("secondstage_gamma");
m_color_grading_enabled = g_settings->getBool("enable_color_grading");
}
~GameGlobalShaderConstantSetter()
@ -368,14 +370,11 @@ public:
m_foliage_translucency_pixel.set(&lighting.foliage_translucency, services);
m_specular_intensity_pixel.set(&lighting.specular_intensity, services);
if (g_settings->getBool("enable_color_grading")) {
if (m_color_grading_enabled) {
const ColorDecisionList& cdl_params = lighting.cdl;
core::vector3df slope = cdl_params.slope;
m_cdl_slope_pixel.set(slope, services);
core::vector3df offset = cdl_params.offset;
m_cdl_offset_pixel.set(offset, services);
core::vector3df power = cdl_params.power;
m_cdl_power_pixel.set(power, services);
m_cdl_slope_pixel.set(cdl_params.slope, services);
m_cdl_offset_pixel.set(cdl_params.offset, services);
m_cdl_power_pixel.set(cdl_params.power, services);
}
if (m_volumetric_light_enabled) {
@ -422,7 +421,7 @@ public:
m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
}
core::vector3df beta_r0 = lighting.volumetric_beta_r0;
v3f beta_r0 = lighting.volumetric_beta_r0;
m_volumetric_beta_r0_vertex.set(beta_r0, services);
m_volumetric_beta_r0_pixel.set(beta_r0, services);
}

View file

@ -4,9 +4,7 @@
#pragma once
#include "SColor.h"
#include "vector3d.h"
using namespace irr;
#include "irr_v3d.h"
/**
* Parameters for automatic exposure compensation
@ -35,7 +33,7 @@ struct AutoExposure
};
/**
* Parameters for vignette in post
* Parameters for vignette in post-processing
*
*/
struct Vignette {
@ -56,9 +54,9 @@ struct Vignette {
*
*/
struct ColorDecisionList {
core::vector3df slope{1.0, 1.0, 1.0};
core::vector3df offset{0.0, 0.0, 0.0};
core::vector3df power{1.0, 1.0, 1.0};
v3f slope{1.0, 1.0, 1.0};
v3f offset{0.0, 0.0, 0.0};
v3f power{1.0, 1.0, 1.0};
};
/** Describes ambient light settings for a player
@ -75,7 +73,7 @@ struct Lighting
float specular_intensity{1.5f};
// These factors are calculated based on expected value of scattering factor of 1e-5
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
core::vector3df volumetric_beta_r0{ 3.3362176e-01, 8.75378289198826e-01, 1.95342379700656 };
v3f volumetric_beta_r0{ 3.3362176e-01f, 8.753783e-01f, 1.9534237f };
video::SColor artificial_light_color{ 255, 133, 133, 133 };
video::SColor shadow_tint {255, 0, 0, 0};
float bloom_intensity {0.05f};