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Some fixes
I think these should be all comments addressed?
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2 changed files with 5 additions and 8 deletions
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@ -798,11 +798,6 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Requires: enable_post_processing, tone_mapping
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secondstage_gamma (Gamma) float 1.6 1.0 5.0
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# Apply ASL CDL color grading to make brighter colors warmer and darker colors cooler.
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#
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# Requires: enable_post_processing
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enable_color_grading (Color grading) bool false
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# Apply dithering to reduce color banding artifacts.
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# Dithering significantly increases the size of losslessly-compressed
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# screenshots and it works incorrectly if the display or operating system
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@ -36,6 +36,8 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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#define SQRT_2 1.41421356237
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#ifdef ENABLE_AUTO_EXPOSURE
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varying float exposure; // linear exposure factor, see vertex shader
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#endif
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@ -150,16 +152,16 @@ void main(void)
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#endif
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{
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color.rgb *= (vignette_bright - vignette_dark) * (1.0 - pow(length(uv - vec2(0.5)) * 1.4, vignette_power)) + vignette_dark;
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// Apply vignette. sqrt(2) is necessary so the darkest value is at the corner of the screen.
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color.rgb *= (vignette_bright - vignette_dark) * (1.0 - pow(length(uv - vec2(0.5)) * SQRT_2, vignette_power)) + vignette_dark;
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#if ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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#endif
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#ifdef ENABLE_COLOR_GRADING
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// ASC CDL color grading
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color.rgb = mix(color.rgb, pow(max(color.rgb * cdl_slope + cdl_offset, 0.0), cdl_power), 1.);
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#endif
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color.rgb = applySaturation(color.rgb, saturation);
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}
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