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https://github.com/TorqueGameEngines/Torque3D.git
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Bloom Tweaks
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02be085847
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76bdccd244
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@ -29,7 +29,7 @@ $PostFX::BloomPostFX::radius = 4.0;
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$PostFX::BloomPostFX::dirtEnabled = true;
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$PostFX::BloomPostFX::dirtScale = 2048.0;
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$PostFX::BloomPostFX::dirtIntensity = 28.0;
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$PostFX::BloomPostFX::dirtIntensity = 2.0;
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$PostFX::BloomPostFX::dirtEdgeMinDist = 0.125;
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$PostFX::BloomPostFX::dirtEdgeMaxDist = 0.75;
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$PostFX::BloomPostFX::dirtEdgeMinVal = 0.05;
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@ -169,7 +169,7 @@ function BloomPostFX::SetupBlurFX( %this )
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texture[0] = "#threshold";
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target = "#bloom_0";
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targetScale = "0.5 0.5";
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targetFormat = %this.selTexFormat;
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targetFormat = %this.mipTexFormat;
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};
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%textureName = "#bloom_0";
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@ -185,7 +185,7 @@ function BloomPostFX::SetupBlurFX( %this )
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texture[0] = %textureName;
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target = "#" @ %mipName;
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targetScale = "0.5 0.5";
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targetFormat = %this.selTexFormat;
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targetFormat = %this.mipTexFormat;
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};
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%blurFX.add(%mipFX);
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@ -196,7 +196,6 @@ function BloomPostFX::SetupBlurFX( %this )
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{
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%nxt = "#bloom_" @ (%idx - 1);
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%mipName = "upSample_" @ (%idx - 1);
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echo(%mipName SPC %textureName SPC %nxt);
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%mipFX = new PostEffect()
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{
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@ -208,7 +207,7 @@ function BloomPostFX::SetupBlurFX( %this )
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texture[1] = %textureName;
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target = "#" @ %mipName;
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targetScale = "1.0 1.0";
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targetFormat = %this.selTexFormat;
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targetFormat = %this.mipTexFormat;
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};
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%blurFX.add(%mipFX);
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@ -300,7 +299,7 @@ function BloomPostFX::savePresetSettings(%this)
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singleton PostEffect( BloomPostFX )
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{
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mipsCount = 5;
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selTexFormat = "GFXFormatR16G16B16A16F";
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mipTexFormat = "GFXFormatR16G16B16A16F";
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enabled = false;
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allowReflectPass = false;
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@ -25,7 +25,7 @@
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#include "core/rendering/shaders/gl/torque.glsl"
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#include "shadergen:/autogenConditioners.h"
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#line 27
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#line 28
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uniform sampler2D inputTex;
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uniform sampler2D dirtTex;
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@ -25,7 +25,7 @@
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#include "core/rendering/shaders/gl/torque.glsl"
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#include "shadergen:/autogenConditioners.h"
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#line 27
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#line 28
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uniform sampler2D inputTex;
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uniform float threshold;
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