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…factor Conflicts: doomsday/client/src/ui/widgets/gameselectionwidget.cpp
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9 changes: 9 additions & 0 deletions
9
doomsday/client/data/renderer.pack/profiles/renderer/amplified.dei
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3 changes: 3 additions & 0 deletions
3
doomsday/client/data/renderer.pack/profiles/renderer/vanilla.dei
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profile { | ||
name: Vanilla (built-in) | ||
setting "rend-bloom" { | ||
value: 0 | ||
} | ||
setting "rend-fakeradio" { | ||
value: 0 | ||
} | ||
|
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26 changes: 26 additions & 0 deletions
26
doomsday/client/data/renderer.pack/shaders/bloom-horizontal.fsh
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uniform sampler2D uTex; | ||
uniform highp float uIntensity; | ||
uniform highp float uThreshold; | ||
uniform highp vec2 uBlurStep; | ||
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varying highp vec2 vUV; | ||
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void main(void) { | ||
highp vec4 sum = vec4(0.0); | ||
sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05; | ||
sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154; | ||
sum += texture2D(uTex, vUV) * 0.165; | ||
sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154; | ||
sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05; | ||
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// Apply a threshold that gets rid of dark, non-luminous pixels. | ||
highp float intens = max(sum.r, max(sum.g, sum.b)); | ||
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intens = (intens - uThreshold) * uIntensity; | ||
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gl_FragColor = vec4(vec3(intens) * normalize(sum.rgb + 0.2), 1.0); | ||
} |
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doomsday/client/data/renderer.pack/shaders/bloom-vertical.fsh
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uniform sampler2D uTex; | ||
uniform highp vec2 uBlurStep; | ||
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varying highp vec2 vUV; | ||
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void main(void) { | ||
highp vec4 sum = vec4(0.0); | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154; | ||
sum += texture2D(uTex, vUV) * 0.165; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05; | ||
gl_FragColor = sum; | ||
} |
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uniform highp mat4 uMvpMatrix; | ||
uniform highp vec4 uColor; | ||
uniform highp vec4 uWindow; | ||
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attribute highp vec4 aVertex; | ||
attribute highp vec2 aUV; | ||
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varying highp vec2 vUV; | ||
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void main(void) { | ||
gl_Position = uMvpMatrix * aVertex; | ||
vUV = uWindow.xy + aUV * uWindow.zw; | ||
} |
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doomsday/client/data/renderer.pack/shaders/blur-horizontal.fsh
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uniform sampler2D uTex; | ||
uniform highp vec2 uBlurStep; | ||
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varying highp vec2 vUV; | ||
varying highp vec4 vColor; | ||
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void main(void) { | ||
highp vec4 sum = vec4(0.0); | ||
sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05; | ||
sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154; | ||
sum += texture2D(uTex, vUV) * 0.165; | ||
sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154; | ||
sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05; | ||
gl_FragColor = sum; | ||
gl_FragColor.a = 1.0; | ||
} |
19 changes: 19 additions & 0 deletions
19
doomsday/client/data/renderer.pack/shaders/blur-vertical.fsh
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uniform sampler2D uTex; | ||
uniform highp vec2 uBlurStep; | ||
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varying highp vec2 vUV; | ||
varying highp vec4 vColor; | ||
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void main(void) { | ||
highp vec4 sum = vec4(0.0); | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154; | ||
sum += texture2D(uTex, vUV) * 0.165; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09; | ||
sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05; | ||
gl_FragColor = sum * vColor; | ||
} |
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/** @file fx/bloom.h Bloom camera lens effect. | ||
* | ||
* @authors Copyright (c) 2014 Jaakko Keränen <jaakko.keranen@iki.fi> | ||
* | ||
* @par License | ||
* GPL: http://www.gnu.org/licenses/gpl.html | ||
* | ||
* <small>This program is free software; you can redistribute it and/or modify | ||
* it under the terms of the GNU General Public License as published by the | ||
* Free Software Foundation; either version 2 of the License, or (at your | ||
* option) any later version. This program is distributed in the hope that it | ||
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty | ||
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General | ||
* Public License for more details. You should have received a copy of the GNU | ||
* General Public License along with this program; if not, see: | ||
* http://www.gnu.org/licenses</small> | ||
*/ | ||
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#ifndef DENG_CLIENT_FX_BLOOM_H | ||
#define DENG_CLIENT_FX_BLOOM_H | ||
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#include "render/consoleeffect.h" | ||
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namespace fx { | ||
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/** | ||
* Draws a bloom effect that spreads out light from bright pixels. The brightness | ||
* threshold and bloom intensity are configurable. | ||
*/ | ||
class Bloom : public ConsoleEffect | ||
{ | ||
public: | ||
Bloom(int console); | ||
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void glInit(); | ||
void glDeinit(); | ||
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void draw(); | ||
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static void consoleRegister(); | ||
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private: | ||
DENG2_PRIVATE(d) | ||
}; | ||
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} // namespace fx | ||
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#endif // DENG_CLIENT_FX_BLOOM_H |
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