Bloom effect for the Rembrandt renderer
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2163651c43
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8 changed files with 165 additions and 5 deletions
10
Effects/bloom-blur-1.eff
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10
Effects/bloom-blur-1.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/bloom-blur-1</name>
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<inherits-from>Effects/blur</inherits-from>
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<parameters>
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<blurOffset_x>4.0</blurOffset_x>
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<blurOffset_y>0.0</blurOffset_y>
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<buffer-name>bloom-1</buffer-name>
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</parameters>
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</PropertyList>
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10
Effects/bloom-blur-2.eff
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10
Effects/bloom-blur-2.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/bloom-blur-2</name>
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<inherits-from>Effects/blur</inherits-from>
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<parameters>
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<blurOffset_x>0.0</blurOffset_x>
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<blurOffset_y>4.0</blurOffset_y>
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<buffer-name>bloom-2</buffer-name>
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</parameters>
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</PropertyList>
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34
Effects/bloom-combine.eff
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34
Effects/bloom-combine.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/bloom-combine</name>
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<parameters>
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</parameters>
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<technique n="11">
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<pass>
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<texture-unit>
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<unit>0</unit>
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<type>buffer</type>
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<name>spec-emis</name>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>buffer</type>
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<name>diffuse</name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
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<fragment-shader>Shaders/bloom-combine.frag</fragment-shader>
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</program>
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<uniform>
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<name>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</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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@ -124,6 +124,45 @@
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<scale-factor>1.0</scale-factor>
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<wrap-mode>clamp-to-border</wrap-mode>
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</buffer>
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<buffer>
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<name>bloom-1</name>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<internal-format>rgba8</internal-format>
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<source-format>rgba</source-format>
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<source-type>unsigned-byte</source-type>
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<width>screen</width>
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<height>screen</height>
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<scale-factor>0.25</scale-factor>
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<wrap-mode>clamp-to-border</wrap-mode>
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</buffer>
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<buffer>
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<name>bloom-2</name>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<internal-format>rgba8</internal-format>
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<source-format>rgba</source-format>
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<source-type>unsigned-byte</source-type>
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<width>screen</width>
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<height>screen</height>
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<scale-factor>0.25</scale-factor>
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<wrap-mode>clamp-to-border</wrap-mode>
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</buffer>
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<buffer>
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<name>bloom-3</name>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<internal-format>rgba8</internal-format>
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<source-format>rgba</source-format>
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<source-type>unsigned-byte</source-type>
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<width>screen</width>
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<height>screen</height>
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<scale-factor>0.25</scale-factor>
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<wrap-mode>clamp-to-border</wrap-mode>
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</buffer>
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<!-- STAGES -->
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<stage>
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@ -209,6 +248,50 @@
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<buffer>lighting</buffer>
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</attachment>
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</stage>
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<stage>
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<name>bloom-1</name>
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<type>fullscreen</type>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<order-num>60</order-num>
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<effect>Effects/bloom-combine</effect>
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<scale-factor>0.25</scale-factor>
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<attachment>
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<component>color0</component>
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<buffer>bloom-1</buffer>
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</attachment>
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</stage>
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<stage>
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<name>bloom-2</name>
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<type>fullscreen</type>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<order-num>61</order-num>
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<effect>Effects/bloom-blur-1</effect>
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<scale-factor>0.25</scale-factor>
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<attachment>
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<component>color0</component>
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<buffer>bloom-2</buffer>
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</attachment>
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</stage>
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<stage>
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<name>bloom-3</name>
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<type>fullscreen</type>
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<condition>
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<property>/sim/rendering/rembrandt/bloom-buffers</property>
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</condition>
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<order-num>62</order-num>
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<effect>Effects/bloom-blur-2</effect>
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<scale-factor>0.25</scale-factor>
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<attachment>
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<component>color0</component>
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<buffer>bloom-3</buffer>
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</attachment>
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</stage>
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<stage>
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<name>display</name>
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<order-num>99</order-num>
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@ -5,6 +5,7 @@
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<exposure type="float"><use>/sim/rendering/rembrandt/exposure</use></exposure>
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<show-buffers type="bool"><use>/sim/rendering/rembrandt/show-buffers</use></show-buffers>
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<ambient-occlusion type="bool"><use>/sim/rendering/rembrandt/ambient-occlusion-buffers</use></ambient-occlusion>
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<bloom type="bool"><use>/sim/rendering/rembrandt/bloom</use></bloom>
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</parameters>
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<technique n="11">
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<pass>
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@ -40,7 +41,7 @@
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<texture-unit>
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<unit>5</unit>
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<type>buffer</type>
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<name>ao-3</name>
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<name>bloom-3</name>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
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<value type="int">4</value>
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</uniform>
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<uniform>
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<name>ao_tex</name>
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<name>bloom_tex</name>
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<type>bool</type>
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<value type="bool"><use>ambient-occlusion</use></value>
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</uniform>
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<uniform>
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<name>bloomEnabled</name>
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<type>bool</type>
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<value type="bool"><use>bloom</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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10
Shaders/bloom-combine.frag
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10
Shaders/bloom-combine.frag
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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if ( spec_emis.a < 0.1 )
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spec_emis.z = 0.0;
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vec3 tcolor = texture2D( color_tex, coords ).rgb;
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gl_FragColor = vec4(tcolor * spec_emis.z, 1.0);
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}
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@ -3,12 +3,13 @@ uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D specular_tex;
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uniform sampler2D lighting_tex;
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//uniform sampler2D bloom_tex;
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uniform sampler2D bloom_tex;
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uniform sampler2D ao_tex;
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uniform float exposure;
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uniform bool showBuffers;
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uniform bool fg_DepthInColor;
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uniform bool ambientOcclusion;
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uniform bool bloomEnabled;
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vec3 HDR(vec3 L) {
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L = L * exposure;
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} else if (coords.x < 0.2 && coords.y >= 0.8 && ambientOcclusion) {
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color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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color = texture2D( lighting_tex, coords );
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if (bloomEnabled)
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color = color + texture2D( bloom_tex, coords );
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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color = texture2D( lighting_tex, coords );
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if (bloomEnabled)
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color = color + texture2D( bloom_tex, coords );
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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gl_FragColor = color;
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@ -70,6 +70,8 @@ Started September 2000 by David Megginson, david@megginson.com
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<show-buffers type="bool" userarchive="y">false</show-buffers>
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<ambient-occlusion type="bool" userarchive="y">false</ambient-occlusion>
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<ambient-occlusion-buffers type="bool">true</ambient-occlusion-buffers>
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<bloom type="bool" userarchive="y">true</bloom>
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<bloom-buffers type="bool">true</bloom-buffers>
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<exposure type="float" userarchive="y">1.0</exposure>
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<use-color-for-depth type="bool">false</use-color-for-depth>
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<no-16bit-buffer type="bool">false</no-16bit-buffer>
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