forked from LeenkxTeam/LNXSDK
t3du - Post Process Updates
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@ -62,8 +62,11 @@ uniform vec3 PPComp5;
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uniform vec3 PPComp6;
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uniform vec3 PPComp7;
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uniform vec3 PPComp8;
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uniform vec3 PPComp11;
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uniform vec3 PPComp14;
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uniform vec4 PPComp15;
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uniform vec4 PPComp16;
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uniform vec4 PPComp18;
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#endif
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// #ifdef _CPos
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@ -106,6 +109,16 @@ in vec2 texCoord;
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out vec4 fragColor;
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#ifdef _CFog
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#ifdef _CPostprocess
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vec3 FogColor = vec3(PPComp18.x, PPComp18.y, PPComp18.z);
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float FogAmountA = PPComp18.w;
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float FogAmountB = PPComp11.z;
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#else
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vec3 FogColor = compoFogColor;
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float FogAmountA = compoFogAmountA;
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float FogAmountB = compoFogAmountB;
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#endif
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// const vec3 compoFogColor = vec3(0.5, 0.6, 0.7);
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// const float compoFogAmountA = 1.0; // b = 0.01
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// const float compoFogAmountB = 1.0; // c = 0.1
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@ -118,8 +131,8 @@ out vec4 fragColor;
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// }
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vec3 applyFog(vec3 rgb, float distance) {
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// float fogAmount = 1.0 - exp(-distance * compoFogAmountA);
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float fogAmount = 1.0 - exp(-distance * (compoFogAmountA / 100));
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return mix(rgb, compoFogColor, fogAmount);
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float fogAmount = 1.0 - exp(-distance * (FogAmountA / 100));
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return mix(rgb, FogColor, fogAmount);
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}
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#endif
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@ -349,16 +362,22 @@ void main() {
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#ifdef _CSharpen
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#ifdef _CPostprocess
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float strengthSharpen = PPComp14.y;
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float strengthSharpen = PPComp14.y;
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vec3 SharpenColor = vec3(PPComp16.x, PPComp16.y, PPComp16.z);
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float SharpenSize = PPComp16.w;
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#else
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float strengthSharpen = compoSharpenStrength;
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vec3 SharpenColor = compoSharpenColor;
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float SharpenSize = compoSharpenSize;
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#endif
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vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * 1.5, 0.0).rgb;
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vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * 1.5, 0.0).rgb;
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vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * 1.5, 0.0).rgb;
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vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * 1.5, 0.0).rgb;
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vec3 col1 = textureLod(tex, texCo + vec2(-texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
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vec3 col2 = textureLod(tex, texCo + vec2(texStep.x, -texStep.y) * SharpenSize, 0.0).rgb;
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vec3 col3 = textureLod(tex, texCo + vec2(-texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
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vec3 col4 = textureLod(tex, texCo + vec2(texStep.x, texStep.y) * SharpenSize, 0.0).rgb;
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vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
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fragColor.rgb += (fragColor.rgb - colavg) * strengthSharpen;
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float edgeMagnitude = length(fragColor.rgb - colavg);
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fragColor.rgb = mix(fragColor.rgb, SharpenColor, min(edgeMagnitude * strengthSharpen * 2.0, 1.0));
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#endif
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#ifdef _CFog
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@ -407,7 +426,11 @@ void main() {
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#endif
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#ifdef _CExposure
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fragColor.rgb += fragColor.rgb * compoExposureStrength;
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#ifdef _CPostprocess
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fragColor.rgb+=fragColor.rgb*PPComp8.x;
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#else
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fragColor.rgb+= fragColor.rgb*compoExposureStrength;
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#endif
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#endif
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#ifdef _CPostprocess
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@ -415,8 +438,13 @@ void main() {
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#endif
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#ifdef _AutoExposure
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#ifdef _CPostprocess
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float AEStrength = PPComp8.y;
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#else
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float AEStrength = autoExposureStrength;
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#endif
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float expo = 2.0 - clamp(length(textureLod(histogram, vec2(0.5, 0.5), 0).rgb), 0.0, 1.0);
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fragColor.rgb *= pow(expo, autoExposureStrength * 2.0);
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fragColor.rgb *= pow(expo, AEStrength * 2.0);
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#endif
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// Clamp color to get rid of INF values that don't work for the tone mapping below
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