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vertex_shader : $CORANGE/shaders/deferred/animated.vs | ||
fragment_shader : $CORANGE/shaders/deferred/static.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs |
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vertex_shader : $CORANGE/shaders/deferred/clear.vs | ||
fragment_shader : $CORANGE/shaders/deferred/clear.fs |
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vertex_shader : $CORANGE/shaders/deferred/compose.vs | ||
fragment_shader : $CORANGE/shaders/deferred/compose.fs | ||
fragment_shader : $CORANGE/shaders/shadows.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/screen_ao.fs | ||
fragment_shader : $CORANGE/shaders/fog.fs |
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4 changes: 2 additions & 2 deletions
4
core_assets/shaders/deferred_post.prog → core_assets/shaders/deferred/post.prog
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vertex_shader : $CORANGE/shaders/deferred_post.vs | ||
fragment_shader : $CORANGE/shaders/deferred_post.fs | ||
vertex_shader : $CORANGE/shaders/deferred/post.vs | ||
fragment_shader : $CORANGE/shaders/deferred/post.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/anti_aliasing.fs | ||
fragment_shader : $CORANGE/shaders/post_effects.fs |
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vertex_shader : $CORANGE/shaders/deferred/ssao.vs | ||
fragment_shader : $CORANGE/shaders/deferred/ssao.fs | ||
fragment_shader : $CORANGE/shaders/screen_ao.fs |
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vertex_shader : $CORANGE/shaders/deferred/static.vs | ||
fragment_shader : $CORANGE/shaders/deferred/static.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs |
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vertex_shader : $CORANGE/shaders/deferred/tonemap.vs | ||
fragment_shader : $CORANGE/shaders/deferred/tonemap.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs |
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vertex_shader : $CORANGE/shaders/forward/animated.vs | ||
fragment_shader : $CORANGE/shaders/forward/static.fs | ||
fragment_shader : $CORANGE/shaders/shadows.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/fog.fs |
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uniform int width; | ||
uniform int height; | ||
uniform int aa_type; | ||
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uniform sampler2D ldr_texture; | ||
uniform sampler2D vignetting_texture; | ||
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uniform sampler3D lut; | ||
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/* Headers */ | ||
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vec3 color_correction(vec3 color, sampler3D lut, int lut_size); | ||
vec3 fxaa(sampler2D tex, vec2 uvs, int width, int height); | ||
vec3 fxaa_unsharp(sampler2D tex, vec2 uvs, int width, int height); | ||
vec3 unsharp_mask(sampler2D screen, vec2 coords, float strength, int width, int height); | ||
vec3 chromatic_aberration(sampler2D screen, vec2 coords, float offset); | ||
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/* End */ | ||
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#define BLOOM_SIZE 4.0 | ||
#define BLOOM_AMOUNT 5.0 | ||
#define BLOOM_COLOR 3.0 | ||
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vec3 pow3(vec3 col, float exponent) { | ||
vec3 ret; | ||
ret.r = pow(col.r, exponent); | ||
ret.g = pow(col.g, exponent); | ||
ret.b = pow(col.b, exponent); | ||
return ret; | ||
} | ||
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void main() { | ||
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vec3 color; | ||
if (aa_type == 1) { | ||
color = fxaa_unsharp(ldr_texture, gl_TexCoord[0].xy, width, height); | ||
} else { | ||
//color = texture2D(ldr_texture, gl_TexCoord[0].xy).rgb; | ||
//color = chromatic_aberration(ldr_texture, gl_TexCoord[0].xy, 1.0); | ||
color = unsharp_mask(ldr_texture, gl_TexCoord[0].xy, 0.5, width, height); | ||
} | ||
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vec3 vignetting = texture2D(vignetting_texture, gl_TexCoord[0].xy).rgb; | ||
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vec4 bloom_s = texture2DLod(ldr_texture, gl_TexCoord[0].xy, BLOOM_SIZE); | ||
vec3 bloom = BLOOM_AMOUNT * bloom_s.a * pow3(bloom_s.rgb, BLOOM_COLOR); | ||
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color = (color + bloom) * mix(vignetting, vec3(1.0,1.0,1.0), 0.5); | ||
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gl_FragColor.rgb = color_correction(color, lut, 64); | ||
gl_FragColor.a = 1.0; | ||
} |
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vertex_shader : $CORANGE/shaders/deferred/post.vs | ||
fragment_shader : $CORANGE/shaders/deferred/post.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/anti_aliasing.fs | ||
fragment_shader : $CORANGE/shaders/post_effects.fs |
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void main() { | ||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |
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4 changes: 2 additions & 2 deletions
4
core_assets/shaders/norm_spec_env.prog → core_assets/shaders/forward/static.prog
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Original file line number | Diff line number | Diff line change |
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vertex_shader : $CORANGE/shaders/norm_spec_env.vs | ||
fragment_shader : $CORANGE/shaders/norm_spec_env.fs | ||
vertex_shader : $CORANGE/shaders/forward/static.vs | ||
fragment_shader : $CORANGE/shaders/forward/static.fs | ||
fragment_shader : $CORANGE/shaders/shadows.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/fog.fs |
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vertex_shader : $CORANGE/shaders/forward/terrain.vs | ||
fragment_shader : $CORANGE/shaders/forward/terrain.fs | ||
fragment_shader : $CORANGE/shaders/shadows.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs | ||
fragment_shader : $CORANGE/shaders/fog.fs |
File renamed without changes.
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uniform sampler2D hdr_texture; | ||
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uniform float exposure; | ||
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vec3 filmic_tonemap(vec3 color, float exposure); | ||
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void main() { | ||
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vec4 color = texture2D(hdr_texture, gl_TexCoord[0].xy); | ||
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color.rgb = filmic_tonemap(color.rgb, exposure); | ||
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float intensity = (color.r + color.g + color.b) / 3.0; | ||
color.a = max(intensity - 1.0, 0.0); | ||
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gl_FragColor = color; | ||
} |
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vertex_shader : $CORANGE/shaders/deferred/tonemap.vs | ||
fragment_shader : $CORANGE/shaders/deferred/tonemap.fs | ||
fragment_shader : $CORANGE/shaders/colors.fs |
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void main() { | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
} |
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@@ -1,10 +1,10 @@ | ||
string name = imrod | ||
program prog = $CORANGE/shaders/norm_spec_env.prog | ||
program prog = $CORANGE/shaders/forward/static.prog | ||
texture diffuse_map = ./resources/imrod/imrod.dds | ||
texture bump_map = ./resources/imrod/imrod_nm.dds | ||
texture spec_map = ./resources/imrod/imrod_s.dds | ||
texture env_map = ./resources/imrod/imrod_env.dds | ||
float glossiness = 30.0 | ||
float bumpiness = 2.5 | ||
float specular_level = 1.5 | ||
float env_amount = 1.25 | ||
float env_amount = 1.25 |
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