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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 22:35:37 +00:00
diffuse/albedo texture linearization
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html
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51b6469922
commit
ce2964d2d0
31 changed files with 396 additions and 107 deletions
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@ -73,7 +73,9 @@ $pref::Video::disableCubemapping = false;
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///
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$pref::Video::disableParallaxMapping = false;
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$pref::Video::Gamma = 1.0;
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$pref::Video::Gamma = 2.2;
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$pref::Video::Contrast = 1.0;
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$pref::Video::Brightness = 0;
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// Console-friendly defaults
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if($platform $= "xenon")
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@ -44,7 +44,7 @@ singleton GFXStateBlockData( GammaStateBlock : PFX_DefaultStateBlock )
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singleton PostEffect( GammaPostFX )
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{
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isEnabled = true;
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allowReflectPass = false;
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allowReflectPass = true;
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renderTime = "PFXBeforeBin";
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renderBin = "EditorBin";
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@ -65,6 +65,8 @@ function GammaPostFX::preProcess( %this )
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function GammaPostFX::setShaderConsts( %this )
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{
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%clampedGamma = mClamp( $pref::Video::Gamma, 0.001, 2.2);
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%clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5);
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%this.setShaderConst( "$OneOverGamma", 1 / %clampedGamma );
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%this.setShaderConst( "$Brightness", $pref::Video::Brightness );
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%this.setShaderConst( "$Contrast", $pref::Video::Contrast );
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}
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@ -253,8 +253,10 @@ function HDRPostFX::setShaderConsts( %this )
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%combinePass.setShaderConst( "$g_fEnableBlueShift", $HDRPostFX::enableBlueShift );
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%combinePass.setShaderConst( "$g_fBlueShiftColor", $HDRPostFX::blueShiftColor );
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%clampedGamma = mClamp( $pref::Video::Gamma, 0.001, 2.2);
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%clampedGamma = mClamp( $pref::Video::Gamma, 2.0, 2.5);
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%combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma );
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%combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness );
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%combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast );
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%whiteCutoff = ( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff ) *
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( $HDRPostFX::whiteCutoff * $HDRPostFX::whiteCutoff );
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@ -329,7 +331,7 @@ function HDRPostFX::onDisabled( %this )
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singleton PostEffect( HDRPostFX )
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{
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isEnabled = false;
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allowReflectPass = false;
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allowReflectPass = true;
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// Resolve the HDR before we render any editor stuff
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// and before we resolve the scene to the backbuffer.
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@ -355,6 +357,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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shader = HDR_DownScale4x4Shader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -365,6 +368,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "bloomH";
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shader = HDR_BloomGaussBlurHShader;
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@ -376,6 +380,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "bloomV";
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shader = HDR_BloomGaussBlurVShader;
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@ -390,6 +395,7 @@ singleton PostEffect( HDRPostFX )
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// Now calculate the adapted luminance.
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "adaptLum";
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shader = HDR_SampleLumShader;
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@ -401,6 +407,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -411,6 +418,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -421,6 +429,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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allowReflectPass = true;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@ -434,6 +443,7 @@ singleton PostEffect( HDRPostFX )
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// one... PostEffect takes care to manage that.
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "finalLum";
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shader = HDR_CalcAdaptedLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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@ -450,6 +460,7 @@ singleton PostEffect( HDRPostFX )
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// version of the scene.
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new PostEffect()
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{
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allowReflectPass = true;
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internalName = "combinePass";
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shader = HDR_CombineShader;
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@ -33,7 +33,7 @@ function initRenderManager()
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{
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enabled = "false";
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format = "GFXFormatR8G8B8A8";
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format = "GFXFormatR16G16B16A16F";
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depthFormat = "GFXFormatD24S8";
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aaLevel = 0; // -1 = match backbuffer
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@ -49,20 +49,21 @@ function initRenderManager()
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// We really need to fix the sky to render after all the
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// meshes... but that causes issues in reflections.
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Sky"; renderOrder = 0.1; processAddOrder = 0.1; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 0.1; processAddOrder = 0.1; } );
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//DiffuseRenderPassManager.addManager( new RenderVistaMgr() { bintype = "Vista"; renderOrder = 0.15; processAddOrder = 0.15; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
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// Normal mesh rendering.
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DiffuseRenderPassManager.addManager( new RenderTerrainMgr() { renderOrder = 0.4; processAddOrder = 0.4; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr() { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; } );
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DiffuseRenderPassManager.addManager( new RenderImposterMgr() { renderOrder = 0.56; processAddOrder = 0.56; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr() { bintype = "Decal"; renderOrder = 0.8; processAddOrder = 0.8; } );
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DiffuseRenderPassManager.addManager( new RenderOcclusionMgr() { bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
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DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin) { renderOrder = 0.4; processAddOrder = 0.4; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin) { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; } );
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DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin) { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } );
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DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
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// We now render translucent objects that should handle
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// their own fogging and lighting.
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@ -70,10 +71,10 @@ function initRenderManager()
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// Note that the fog effect is triggered before this bin.
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjTranslucentBin) { bintype = "ObjectTranslucent"; renderOrder = 1.0; processAddOrder = 1.0; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Water"; renderOrder = 1.2; processAddOrder = 1.2; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr() { bintype = "Foliage"; renderOrder = 1.3; processAddOrder = 1.3; } );
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DiffuseRenderPassManager.addManager( new RenderParticleMgr() { renderOrder = 1.35; processAddOrder = 1.35; } );
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DiffuseRenderPassManager.addManager( new RenderTranslucentMgr() { renderOrder = 1.4; processAddOrder = 1.4; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(WaterBin) { bintype = "Water"; renderOrder = 1.2; processAddOrder = 1.2; } );
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(FoliageBin) { bintype = "Foliage"; renderOrder = 1.3; processAddOrder = 1.3; } );
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DiffuseRenderPassManager.addManager( new RenderParticleMgr(ParticleBin) { renderOrder = 1.35; processAddOrder = 1.35; } );
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DiffuseRenderPassManager.addManager( new RenderTranslucentMgr(TranslucentBin){ renderOrder = 1.4; processAddOrder = 1.4; } );
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// Note that the GlowPostFx is triggered after this bin.
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DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
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@ -83,7 +84,7 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(EditorBin) { bintype = "Editor"; renderOrder = 1.6; processAddOrder = 1.6; } );
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// Resolve format change token last.
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DiffuseRenderPassManager.addManager( new RenderPassStateBin() { renderOrder = 1.7; stateToken = AL_FormatToken; } );
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DiffuseRenderPassManager.addManager( new RenderPassStateBin(FinalBin) { renderOrder = 1.7; stateToken = AL_FormatToken; } );
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}
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/// This post effect is used to copy data from the non-MSAA back-buffer to the
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