forked from LeenkxTeam/LNXSDK
merge upstream
This commit is contained in:
@ -3,6 +3,10 @@
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#include "compiled.inc"
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#ifdef _CPostprocess
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uniform vec4 PPComp17;
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#endif
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 screenSize;
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@ -45,6 +49,12 @@ void main() {
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res += factor * col;
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}
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#ifdef _CPostprocess
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vec3 AirColor = vec3(PPComp17.x, PPComp17.y, PPComp17.z);
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#else
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vec3 AirColor = volumAirColor;
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#endif
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res /= sumfactor;
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fragColor = vec4(volumAirColor * res, 1.0);
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fragColor = vec4(AirColor * res, 1.0);
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}
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@ -19,6 +19,11 @@
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{
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"name": "screenSize",
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"link": "_screenSize"
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},
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{
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"name": "PPComp17",
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"link": "_PPComp17",
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"ifdef": ["_CPostprocess"]
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}
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],
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"texture_params": [],
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@ -5,7 +5,7 @@
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uniform sampler2D tex;
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#ifdef _CPostprocess
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uniform vec3 PPComp13;
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uniform vec4 PPComp13;
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#endif
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in vec2 texCoord;
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@ -43,13 +43,17 @@ void main() {
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#ifdef _CPostprocess
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float max_distort = PPComp13.x;
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int num_iter = int(PPComp13.y);
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int CAType = int(PPComp13.z);
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int on = int(PPComp13.w);
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#else
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float max_distort = compoChromaticStrength;
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int num_iter = compoChromaticSamples;
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int CAType = compoChromaticType;
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int on = 1;
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#endif
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// Spectral
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if (compoChromaticType == 1) {
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if (CAType == 1) {
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float reci_num_iter_f = 1.0 / float(num_iter);
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vec2 resolution = vec2(1,1);
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@ -64,7 +68,7 @@ void main() {
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sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
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}
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fragColor = sumcol / sumw;
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if (on == 1) fragColor = sumcol / sumw; else fragColor = texture(tex, texCoord);
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}
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// Simple
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@ -73,6 +77,7 @@ void main() {
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col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
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col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
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col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
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fragColor = vec4(col.x, col.y, col.z, fragColor.w);
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if (on == 1) fragColor = vec4(col.x, col.y, col.z, fragColor.w);
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else fragColor = texture(tex, texCoord);
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}
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}
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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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@ -235,6 +235,16 @@
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"name": "PPComp15",
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"link": "_PPComp15",
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"ifdef": ["_CPostprocess"]
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},
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{
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"name": "PPComp16",
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"link": "_PPComp16",
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"ifdef": ["_CPostprocess"]
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},
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{
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"name": "PPComp18",
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"link": "_PPComp18",
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"ifdef": ["_CPostprocess"]
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}
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],
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"texture_params": [],
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@ -2,13 +2,22 @@
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#include "compiled.inc"
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#ifdef _CPostprocess
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uniform vec3 PPComp8;
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#endif
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uniform sampler2D tex;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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fragColor.a = 0.01 * autoExposureSpeed;
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#ifdef _CPostprocess
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fragColor.a = 0.01 * PPComp8.z;
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#else
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fragColor.a = 0.01 * autoExposureSpeed;
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#endif
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fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb +
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textureLod(tex, vec2(0.2, 0.2), 0.0).rgb +
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textureLod(tex, vec2(0.8, 0.2), 0.0).rgb +
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"blend_source": "source_alpha",
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"blend_destination": "inverse_source_alpha",
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"blend_operation": "add",
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"links": [],
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"links": [
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{
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"name": "PPComp8",
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"link": "_PPComp8",
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"ifdef": ["_CPostprocess"]
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}
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],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "histogram_pass.frag.glsl"
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@ -11,6 +11,11 @@
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#include "std/light_common.glsl"
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#endif
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#ifdef _CPostprocess
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uniform vec3 PPComp11;
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uniform vec4 PPComp17;
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#endif
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uniform sampler2D gbufferD;
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uniform sampler2D snoise;
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@ -87,7 +92,13 @@ out float fragColor;
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const float tScat = 0.08;
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const float tAbs = 0.0;
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const float tExt = tScat + tAbs;
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const float stepLen = 1.0 / volumSteps;
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#ifdef _CPostprocess
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float stepLen = 1.0 / int(PPComp11.y);
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float AirTurbidity = PPComp17.w;
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#else
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const float stepLen = 1.0 / volumSteps;
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float AirTurbidity = volumAirTurbidity;
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#endif
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const float lighting = 0.4;
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void rayStep(inout vec3 curPos, inout float curOpticalDepth, inout float scatteredLightAmount, float stepLenWorld, vec3 viewVecNorm) {
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@ -162,5 +173,5 @@ void main() {
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rayStep(curPos, curOpticalDepth, scatteredLightAmount, stepLenWorld, viewVecNorm);
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}
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fragColor = scatteredLightAmount * volumAirTurbidity;
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fragColor = scatteredLightAmount * AirTurbidity;
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}
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@ -140,6 +140,16 @@
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"link": "_biasLightWorldViewProjectionMatrixSpot3",
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"ifndef": ["_ShadowMapAtlas"],
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"ifdef": ["_Spot", "_ShadowMap"]
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},
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{
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"name": "PPComp11",
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"link": "_PPComp11",
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"ifdef": ["_CPostprocess"]
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},
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{
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"name": "PPComp17",
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"link": "_PPComp17",
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"ifdef": ["_CPostprocess"]
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}
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],
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"texture_params": [],
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