HDR: Add night vision effect
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5 changed files with 155 additions and 3 deletions
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@ -8,6 +8,8 @@
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<alpha><use>/sim/rendering/redout/alpha</use></alpha>
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<red><use>/sim/rendering/redout/red</use></red>
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<max-distorsion-amount type="float">0.2</max-distorsion-amount>
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<!-- night_vision.glsl -->
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<night-vision-enabled><use>/sim/rendering/hdr/night-vision/enabled</use></night-vision-enabled>
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</parameters>
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<technique n="1">
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<pass>
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@ -17,8 +19,9 @@
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<fragment-shader>Shaders/HDR/math.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/color.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/aces.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/redout.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/noise.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/redout.glsl</fragment-shader>
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<fragment-shader>Shaders/HDR/night_vision.glsl</fragment-shader>
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</program>
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<uniform>
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<name>hdr_tex</name>
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@ -56,6 +59,12 @@
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<type>float</type>
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<value><use>max-distorsion-amount</use></value>
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</uniform>
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<!-- night_vision.glsl -->
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<uniform>
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<name>night_vision_enabled</name>
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<type>bool</type>
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<value><use>night-vision-enabled</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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33
Shaders/HDR/night_vision.glsl
Normal file
33
Shaders/HDR/night_vision.glsl
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@ -0,0 +1,33 @@
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#version 330 core
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uniform bool night_vision_enabled;
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uniform vec4 fg_Viewport;
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uniform float osg_SimulationTime;
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const float FLICKER_AMOUNT = 0.05;
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const float NOISE_AMOUNT = 0.03;
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const float GRAIN_SIZE = 3.0;
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// color.glsl
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float linear_srgb_to_luminance(vec3 color);
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// noise.glsl
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float rand_1d(float n);
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float snoise_3d(vec3 v);
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vec3 night_vision_apply(vec3 color, vec2 uv)
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{
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if (!night_vision_enabled) {
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return color;
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}
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float lum = linear_srgb_to_luminance(color);
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float noise = snoise_3d(vec3(uv * fg_Viewport.zw / GRAIN_SIZE, osg_SimulationTime * 10.0));
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lum += noise * NOISE_AMOUNT;
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float flicker = rand_1d(osg_SimulationTime) * FLICKER_AMOUNT;
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vec3 green_factor = vec3(0.1, 1.0 - FLICKER_AMOUNT + flicker, 0.2);
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color = lum * green_factor;
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// Add vignetting
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float d = distance(uv, vec2(0.5));
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color *= smoothstep(0.7, 0.2, d);
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return color;
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}
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@ -19,6 +19,11 @@
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#version 330 core
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float rand_1d(float n)
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{
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return fract(sin(n) * 43758.5453123);
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}
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float rand_2d(vec2 co)
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{
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return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
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@ -159,3 +164,101 @@ float voronoi_noise_2d(vec2 coord, float wavelength, float xrand, float yrand)
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{
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return voronoi_noise_2d(coord / wavelength, xrand, yrand);
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}
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/*
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* 3D Simplex noise by Ian McEwan, Ashima Arts.
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* Copyright (C) 2011 Ashima Arts. All rights reserved.
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* Distributed under the MIT License.
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* https://github.com/ashima/webgl-noise
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*/
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+10.0)*x);
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}
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vec4 taylor_inv_sqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise_3d(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylor_inv_sqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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@ -18,11 +18,13 @@ const float NOISE_GRANULARITY = 0.5 / 255.0;
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vec3 eotf_sRGB(vec3 linear_srgb);
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// aces.glsl
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vec3 aces_fitted(vec3 color);
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// noise.glsl
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float rand_2d(vec2 co);
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// redout.glsl
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vec2 redout_distort(vec2 uv);
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vec3 redout_apply(vec3 color, vec2 uv);
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// noise.glsl
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float rand_2d(vec2 co);
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// night-vision.glsl
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vec3 night_vision_apply(vec3 color, vec2 uv);
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vec3 get_debug_color(float value)
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{
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@ -65,6 +67,8 @@ void main()
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hdr_color = mix(hdr_color, bloom, bloom_strength);
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// Tonemap
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vec3 color = aces_fitted(hdr_color);
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// Apply night vision filter
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color = night_vision_apply(color, uv);
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// Apply blackout/redout
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color = redout_apply(color, uv);
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// Gamma correction
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@ -569,6 +569,9 @@ Started September 2000 by David Megginson, david@megginson.com
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<sss-max-distance type="float">0.2</sss-max-distance>
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<sss-depth-bias type="float">0.00001</sss-depth-bias>
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</shadows>
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<night-vision>
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<enabled type="bool">false</enabled>
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</night-vision>
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<debug>
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<display-ev100 type="bool">false</display-ev100>
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<show-gbuffer type="bool">false</show-gbuffer>
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