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Merge branch 'zesterer/shaders' into 'master'
Fixed bloom sample UV, added Cinematic shader See merge request veloren/veloren!4002
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commit
e6e4f8f77a
@ -283,7 +283,7 @@ void main() {
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// Bloom
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// Bloom
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#ifdef BLOOM_FACTOR
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#ifdef BLOOM_FACTOR
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), uv, 0);
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vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), sample_uv, 0);
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#if (BLOOM_UNIFORM_BLUR == false)
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#if (BLOOM_UNIFORM_BLUR == false)
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// divide by 4.0 to account for adding blurred layers together
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// divide by 4.0 to account for adding blurred layers together
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bloom /= 4.0;
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bloom /= 4.0;
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@ -294,7 +294,11 @@ void main() {
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// Tonemapping
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// Tonemapping
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float exposure_offset = 1.0;
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float exposure_offset = 1.0;
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// Adding an in-code offset to gamma and exposure let us have more precise control over the game's look
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// Adding an in-code offset to gamma and exposure let us have more precise control over the game's look
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float gamma_offset = 0.3;
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#ifdef EXPERIMENTAL_CINEMATIC
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float gamma_offset = 0.5;
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#else
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float gamma_offset = 0.3;
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#endif
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aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * (gamma_exposure.y + exposure_offset));
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aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * (gamma_exposure.y + exposure_offset));
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// gamma correction
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// gamma correction
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aa_color.rgb = pow(aa_color.rgb, vec3(gamma_exposure.x + gamma_offset));
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aa_color.rgb = pow(aa_color.rgb, vec3(gamma_exposure.x + gamma_offset));
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@ -373,5 +377,9 @@ void main() {
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#endif
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#endif
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#endif
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#endif
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#ifdef EXPERIMENTAL_CINEMATIC
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final_color.rgb = hsv2rgb(rgb2hsv(final_color.rgb) * vec3(1, 1, 1.3) + vec3(-0.01, 0.05, 0));
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#endif
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tgt_color = vec4(final_color.rgb, 1);
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tgt_color = vec4(final_color.rgb, 1);
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}
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}
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@ -543,4 +543,6 @@ pub enum ExperimentalShader {
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Newspaper,
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Newspaper,
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/// A colorful dithering effect.
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/// A colorful dithering effect.
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ColorDithering,
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ColorDithering,
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/// Cinematic color grading.
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Cinematic,
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}
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}
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