Merge pull request #875 from GoldenThumbs/development_gld

New Bloom Post Processing Effect
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Areloch 2022-09-01 23:57:43 -05:00 committed by GitHub
commit f4a6a0f7ae
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23 changed files with 734 additions and 743 deletions

2
.gitignore vendored
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@ -184,3 +184,5 @@ Project Manager.exe
projects.xml
Qt*.dll
.vs
Engine/lib/assimp/include/assimp/config.h
Engine/lib/assimp/revision.h

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@ -0,0 +1,3 @@
<ImageAsset
AssetName="lensDirt_image"
imageFile="@assetFile=lensDirt.png"/>

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@ -56,31 +56,33 @@ $PostFX::HDRPostFX::minLuminace = 0.001;
/// average scene luminance.
$PostFX::HDRPostFX::adaptRate = 0.85;
/// Blends between the scene and the bloomed scene.
$PostFX::HDRPostFX::enableBloom = 1.0;
// Inspired by bloom described in paper listed here:
// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
/// The threshold luminace value for pixels which are
/// considered "bright" and need to be bloomed.
$PostFX::HDRPostFX::brightPassThreshold = 0.08;
$PostFX::HDRPostFX::enableBloom = true;
$PostFX::HDRPostFX::threshold = 1.25;
$PostFX::HDRPostFX::intensity = 0.25;
$PostFX::HDRPostFX::radius = 4.0;
/// These are used in the gaussian blur of the
/// bright pass for the bloom effect.
$PostFX::HDRPostFX::gaussMultiplier = 0.4;
$PostFX::HDRPostFX::gaussMean = 0;
$PostFX::HDRPostFX::gaussStdDev = 0.5;
$PostFX::HDRPostFX::enableDirt = true;
$PostFX::HDRPostFX::dirtScale = 2048.0;
$PostFX::HDRPostFX::dirtIntensity = 2.0;
$PostFX::HDRPostFX::dirtEdgeMinDist = 0.125;
$PostFX::HDRPostFX::dirtEdgeMaxDist = 0.75;
$PostFX::HDRPostFX::dirtEdgeMinVal = 0.05;
$PostFX::HDRPostFX::dirtImage = "core/postFX/images/lensDirt.png";
// The tonemapping algo to use
$PostFX::HDRPostFX::tonemapMode = "ACES";
$PostFX::HDRPostFX::enableAutoExposure = true;
singleton ShaderData( HDR_BrightPassShader )
singleton ShaderData( HDR_BloomInitShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_utils/brightPassFilterP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_utils/brightPassFilterP.glsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/bloomInitSample.hlsl";
OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/bloomInitSample.glsl";
samplerNames[0] = "$inputTex";
samplerNames[1] = "$luminanceTex";
@ -88,42 +90,56 @@ singleton ShaderData( HDR_BrightPassShader )
pixVersion = 3.0;
};
singleton ShaderData( HDR_DownScale4x4Shader )
singleton ShaderData( HDR_BloomThresholdShader )
{
DXVertexShaderFile = "./HDR_Bloom/downScale4x4V.hlsl";
DXPixelShaderFile = "./HDR_Bloom/downScale4x4P.hlsl";
OGLVertexShaderFile = "./HDR_Bloom/downScale4x4V.glsl";
OGLPixelShaderFile = "./HDR_Bloom/downScale4x4P.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 2.0;
};
singleton ShaderData( HDR_BloomGaussBlurHShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/bloomGaussBlurHP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/bloomGaussBlurHP.glsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/bloomThresholdP.hlsl";
OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/bloomThresholdP.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton ShaderData( HDR_BloomGaussBlurVShader )
singleton ShaderData( HDR_BloomDownSampleShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/bloomGaussBlurVP.hlsl";
OGLVertexShaderFile = $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/bloomGaussBlurVP.glsl";
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/downSampleP.hlsl";
OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/downSampleP.glsl";
samplerNames[0] = "$inputTex";
pixVersion = 3.0;
};
singleton ShaderData( HDR_BloomUpSampleShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/upSampleP.hlsl";
OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/upSampleP.glsl";
samplerNames[0] = "$nxtTex";
samplerNames[1] = "$mipTex";
pixVersion = 3.0;
};
singleton ShaderData( HDR_BloomDirtShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
DXPixelShaderFile = "./HDR_Bloom/bloomStrengthP.hlsl";
OGLVertexShaderFile= $Core::CommonShaderPath @ "/postFX/gl/postFxV.glsl";
OGLPixelShaderFile = "./HDR_Bloom/bloomStrengthP.glsl";
samplerNames[0] = "$inputTex";
samplerNames[1] = "$dirtTex";
pixVersion = 3.0;
};
singleton ShaderData( HDR_SampleLumShader )
{
DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
@ -191,6 +207,13 @@ singleton GFXStateBlockData( HDR_DownSampleStateBlock : PFX_DefaultStateBlock )
samplerStates[1] = SamplerClampLinear;
};
singleton GFXStateBlockData( HDR_LensDirtStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
samplerStates[0] = SamplerClampLinear;
samplerStates[1] = SamplerWrapLinear;
};
singleton GFXStateBlockData( HDR_CombineStateBlock : PFX_DefaultStateBlock )
{
samplersDefined = true;
@ -223,23 +246,7 @@ singleton GFXStateBlockData( HDRStateBlock )
function HDRPostFX::setShaderConsts( %this )
{
%this.setShaderConst( "$brightPassThreshold", $PostFX::HDRPostFX::brightPassThreshold );
%this.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%this.setShaderConst( "$exposureValue", $PostFX::HDRPostFX::exposureValue );
%this.setShaderConst( "$whitePoint", $PostFX::HDRPostFX::whitePoint );
%this.setShaderConst( "$logContrast", $PostFX::HDRPostFX::logContrast );
%this.setShaderConst( "$saturationValue", $PostFX::HDRPostFX::saturationValue );
%bloomH = %this-->bloomH;
%bloomH.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomH.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomH.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%bloomV = %this-->bloomV;
%bloomV.setShaderConst( "$gaussMultiplier", $PostFX::HDRPostFX::gaussMultiplier );
%bloomV.setShaderConst( "$gaussMean", $PostFX::HDRPostFX::gaussMean );
%bloomV.setShaderConst( "$gaussStdDev", $PostFX::HDRPostFX::gaussStdDev );
%this.setShaderConst( "$g_fMiddleGray", $PostFX::HDRPostFX::keyValue );
%minLuminace = $PostFX::HDRPostFX::minLuminace;
if ( %minLuminace <= 0.0 )
@ -262,8 +269,7 @@ function HDRPostFX::setShaderConsts( %this )
%combinePass.setShaderConst( "$colorFilter", $PostFX::HDRPostFX::colorFilter );
%combinePass.setShaderConst( "$saturationValue", $PostFX::HDRPostFX::saturationValue );
%combinePass.setShaderConst( "$logContrast", $PostFX::HDRPostFX::logContrast );
%combinePass.setShaderConst( "$g_fBloomScale", $PostFX::HDRPostFX::enableBloom );
%combinePass.setShaderConst( "$g_fEnableAutoExposure", $PostFX::HDRPostFX::enableAutoExposure );
%tonemapMode = 1;
@ -285,7 +291,35 @@ function HDRPostFX::setShaderConsts( %this )
%combinePass.setShaderConst( "$g_fOneOverGamma", 1 / %clampedGamma );
%combinePass.setShaderConst( "$Brightness", $pref::Video::Brightness );
%combinePass.setShaderConst( "$Contrast", $pref::Video::Contrast );
// /----- BLOOM CONSTS -----/
%bloom = %this->hdrbloom;
%bloom.skip = !$PostFX::HDRPostFX::enableBloom;
%bloom.setShaderConst("$threshold", $PostFX::HDRPostFX::threshold);
for (%idx = 0; %idx < %this.mipsCount; %idx++)
{
%mip = %bloom.getObject(%this.mipsCount + %idx);
%mip.setShaderConst("$filterRadius", $PostFX::HDRPostFX::radius);
}
%strength = $PostFX::HDRPostFX::intensity;
if (!$PostFX::HDRPostFX::enableBloom)
%strength = 0.0;
%bloomFinal = %this->hdrbloom_end;
%bloomFinal.setShaderConst("$strength", %strength);
%dirtScale = $PostFX::HDRPostFX::dirtScale;
%dirtIntensity = $PostFX::HDRPostFX::dirtIntensity;
%bloomFinal.setShaderConst("$dirtParams", %dirtScale SPC %dirtScale SPC %dirtIntensity);
%edgeMin = $PostFX::HDRPostFX::dirtEdgeMinDist;
%edgeMax = $PostFX::HDRPostFX::dirtEdgeMaxDist;
%edgeVal = $PostFX::HDRPostFX::dirtEdgeMinVal;
%bloomFinal.setShaderConst("$edgeParams", %edgeMin SPC %edgeMax SPC %edgeVal);
// \----- BLOOM CONSTS -----\
}
function HDRPostFX::preProcess( %this )
@ -293,7 +327,31 @@ function HDRPostFX::preProcess( %this )
%combinePass = %this-->combinePass;
if ( %combinePass.texture[3] !$= $PostFX::HDRPostFX::colorCorrectionRamp )
%combinePass.setTexture( 3, $PostFX::HDRPostFX::colorCorrectionRamp );
%combinePass.setTexture( 3, $PostFX::HDRPostFX::colorCorrectionRamp );
// /----- BLOOM CONSTS -----/
%bloomFinal = %this->hdrbloom_end;
if (%this.enableDirt != $PostFX::HDRPostFX::enableDirt)
{
%this.enableDirt = $PostFX::HDRPostFX::enableDirt;
if (%this.enableDirt)
{
%bloomFinal.setShaderMacro("USE_DIRT");
} else {
%bloomFinal.removeShaderMacro("USE_DIRT");
}
}
if(%bloomFinal.texture[1] !$= $PostFX::HDRPostFX::dirtImage)
{
if ($PostFX::HDRPostFX::dirtImage $= "")
$PostFX::HDRPostFX::dirtImage = "core/postFX/images/lensDirt.png";
%bloomFinal.setTexture(1, $PostFX::HDRPostFX::dirtImage);
}
// \----- BLOOM CONSTS -----\
}
function HDRPostFX::onEnabled( %this )
@ -355,6 +413,8 @@ function HDRPostFX::onDisabled( %this )
function HDRPostFX::onAdd( %this )
{
%this.SetupBloomFX();
PostFXManager.registerPostEffect(%this);
$PostFX::HDRPostFX::enableToneMapping = 1;
@ -382,11 +442,24 @@ function HDRPostFX::populatePostFXSettings(%this)
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::colorFilter", "Color Tint", "colorF", "", $PostFX::HDRPostFX::colorFilter, "0 0 0");
PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - HDR Bloom");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableBloom", "Enable HDR Bloom", "bool", "", $PostFX::HDRPostFX::enableBloom, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::gaussMultiplier", "Bloom Multiplier", "range", "", $PostFX::HDRPostFX::gaussMultiplier, "0.0 1.0 2.0");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::brightPassThreshold", "Bright Pass Threshold", "float", "", $PostFX::HDRPostFX::brightPassThreshold, "");
PostEffectEditorInspector.endGroup();
// /----- BLOOM SETTINGS -----/
PostEffectEditorInspector.startGroup("HDR - Bloom");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableBloom", "Enable Bloom", "bool", "", $PostFX::HDRPostFX::enableBloom, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::threshold", "Threshold", "range", "", $PostFX::HDRPostFX::threshold, "0 2 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::intensity", "Intensity", "range", "", $PostFX::HDRPostFX::intensity, "0 10 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::radius", "Radius", "float", "", $PostFX::HDRPostFX::radius, "");
PostEffectEditorInspector.endGroup();
PostEffectEditorInspector.startGroup("HDR - Lens Dirt");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableDirt", "Enable Dirt", "bool", "", $PostFX::HDRPostFX::enableDirt, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtScale", "Scale", "float", "", $PostFX::HDRPostFX::dirtScale, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtIntensity", "Intensity", "float", "", $PostFX::HDRPostFX::dirtIntensity, "");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtEdgeMinDist", "Min Dist", "range", "", $PostFX::HDRPostFX::dirtEdgeMinDist, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtEdgeMaxDist", "Max Dist", "range", "", $PostFX::HDRPostFX::dirtEdgeMaxDist, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtEdgeMinVal", "Min Value", "range", "", $PostFX::HDRPostFX::dirtEdgeMinVal, "0 1 10");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::dirtImage", "Dirt Image", "image", "", $PostFX::HDRPostFX::dirtImage, "");
PostEffectEditorInspector.endGroup();
// \----- BLOOM SETTINGS -----\
PostEffectEditorInspector.startGroup("HDR - Adaptation");
PostEffectEditorInspector.addField("$PostFX::HDRPostFX::enableAutoExposure", "Enable Auto Exposure", "bool", "", $PostFX::HDRPostFX::enableAutoExposure, "");
@ -426,11 +499,93 @@ function HDRPostFX::savePresetSettings(%this)
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::whiteCutoff");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::adaptRate");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::tonemapMode");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableBloom");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::brightPassThreshold");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::gaussMultiplier");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableAutoExposure");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::keyValue");
// /----- BLOOM SETTINGS -----/
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableBloom");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::threshold");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::intensity");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::radius");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::enableDirt");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtScale");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtIntensity");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtImage");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtEdgeMinDist");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtEdgeMaxDist");
PostFXManager::savePresetSetting("$PostFX::HDRPostFX::dirtEdgeMinVal");
// \----- BLOOM SETTINGS -----\
}
// This function sets up s sort of "mip-chain" for the bloom effect
// Not really "optimal" but it works well enough
function HDRPostFX::SetupBloomFX( %this )
{
%bloomFX = new PostEffect()
{
internalName = "hdrbloom";
allowReflectPass = false;
shader = HDR_BloomThresholdShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "#hdrInitBloom";
target = "#hdrbloom_0";
targetFormat = %this.mipTexFormat;
};
%textureName = "#hdrbloom_0";
for (%idx = 0; %idx < %this.mipsCount; %idx++)
{
%mipName = "hdrbloom_" @ (%idx + 1);
%mipFX = new PostEffect()
{
internalName = %mipName;
allowReflectPass = false;
shader = HDR_BloomDownSampleShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = %textureName;
target = "#" @ %mipName;
targetScale = "0.5 0.5";
targetFormat = %this.mipTexFormat;
};
%bloomFX.add(%mipFX);
%textureName = "#" @ %mipName;
}
for (%idx = %this.mipsCount; %idx > 0; %idx--)
{
%nxt = "#hdrbloom_" @ (%idx - 1);
%mipName = "hdrbloom_up_" @ (%idx - 1);
%mipFX = new PostEffect()
{
internalName = %mipName;
allowReflectPass = false;
shader = HDR_BloomUpSampleShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = %nxt;
texture[1] = %textureName;
target = "#" @ %mipName;
targetFormat = %this.mipTexFormat;
};
%bloomFX.add(%mipFX);
%textureName = "#" @ %mipName;
}
%finalFX = new PostEffect()
{
internalName = "hdrbloom_end";
allowReflectPass = false;
shader = HDR_BloomDirtShader;
stateBlock = HDR_LensDirtStateBlock;
texture[0] = "#hdrbloom_up_0";
target = "#hdrbloom_end";
targetFormat = %this.mipTexFormat;
};
%this.add(%bloomFX);
%this.add(%finalFX);
}
singleton PostEffect( HDRPostFX )
@ -443,6 +598,12 @@ singleton PostEffect( HDRPostFX )
renderTime = "PFXBeforeBin";
renderBin = "EditorBin";
renderPriority = 9999;
// Hardcoded bloom settings.
// -- Amount of mip targets the bloom uses.
mipsCount = 5;
// -- Texture format for mip targets.
mipTexFormat = "GFXFormatR16G16B16A16F";
// The bright pass generates a bloomed version of
// the scene for pixels which are brighter than a
@ -452,48 +613,15 @@ singleton PostEffect( HDRPostFX )
// at the end of this post effect chain.
//
shader = HDR_BrightPassShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$backBuffer";
texture[1] = "#adaptedLum";
target = "$outTex";
targetFormat = "GFXFormatR16G16B16A16F";
targetScale = "0.5 0.5";
new PostEffect()
{
allowReflectPass = false;
shader = HDR_DownScale4x4Shader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$inTex";
target = "$outTex";
targetFormat = "GFXFormatR16G16B16A16F";
targetScale = "0.25 0.25";
};
new PostEffect()
{
allowReflectPass = false;
internalName = "bloomH";
shader = HDR_BloomGaussBlurHShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$inTex";
target = "$outTex";
targetFormat = "GFXFormatR16G16B16A16F";
};
shader = HDR_BloomInitShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$backBuffer";
texture[1] = "#adaptedLum";
target = "#hdrInitBloom";
targetFormat = "GFXFormatR16G16B16A16F";
targetScale = "0.5 0.5";
new PostEffect()
{
allowReflectPass = false;
internalName = "bloomV";
shader = HDR_BloomGaussBlurVShader;
stateBlock = HDR_DownSampleStateBlock;
texture[0] = "$inTex";
target = "#bloomFinal";
targetFormat = "GFXFormatR16G16B16A16F";
};
// Bloom should get inserted about here.
// BrightPass End
@ -572,7 +700,7 @@ singleton PostEffect( HDRPostFX )
stateBlock = HDR_CombineStateBlock;
texture[0] = "$backBuffer";
texture[1] = "#adaptedLum";
texture[2] = "#bloomFinal";
texture[2] = "#hdrbloom_end";
texture[3] = $PostFX::HDRPostFX::colorCorrectionRamp;
target = "$backBuffer";
};

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@ -1,111 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize;
uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
#define PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
{
// The gaussian equation is defined as such:
/*
-(x - mean)^2
-------------
1.0 2*std_dev^2
f(x,mean,std_dev) = -------------------- * e^
sqrt(2*pi*std_dev^2)
*/
float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) );
float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
return tmp * tmp2;
}
float SCurve (float x)
{
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
float4 BlurH (TORQUE_SAMPLER2D(source), float2 size, float2 uv, float radius)
{
if (radius >= 1.0)
{
float4 A = float4(0.0,0.0,0.0,0.0);
float4 C = float4(0.0,0.0,0.0,0.0);
float width = 1.0 / size.x;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
// Hardcoded for radius 20 (normally we input the radius
// in there), needs to be literal here
for (float x = -20.0; x <= 20.0; x++)
{
A = TORQUE_TEX2D(source, uv + float2(x * width, 0.0));
weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return float4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return TORQUE_TEX2D(source, uv);
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
float offset = 0;
float weight = 0;
float x = 0;
float fI = 0;
for( int i = 0; i < 9; i++ )
{
fI = (float)i;
offset = (i - 4.0) * oneOverTargetSize.x;
x = (i - 4.0) / 4.0;
weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( offset, 0.0f ) ) * weight );
}
//float2 targetSize = 1/oneOverTargetSize;
//float4 color = BlurH(TORQUE_SAMPLER2D_MAKEARG(inputTex), targetSize, IN.uv0, 20.0);
return float4( color.rgb, 1.0f );
}

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@ -1,108 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize;
uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
#define D3DX_PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
{
// The gaussian equation is defined as such:
/*
-(x - mean)^2
-------------
1.0 2*std_dev^2
f(x,mean,std_dev) = -------------------- * e^
sqrt(2*pi*std_dev^2)
*/
float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) );
float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
return tmp * tmp2;
}
float SCurve (float x)
{
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
float4 BlurV (TORQUE_SAMPLER2D(source), float2 size, float2 uv, float radius)
{
if (radius >= 1.0)
{
float4 A = float4(0.0,0.0,0.0,0.0);
float4 C = float4(0.0,0.0,0.0,0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float y = -20.0; y <= 20.0; y++)
{
A = TORQUE_TEX2D(source, uv + float2(0.0, y * height));
weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return float4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return TORQUE_TEX2D(source, uv);
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 color = { 0.0f, 0.0f, 0.0f, 0.0f };
float offset = 0;
float weight = 0;
float x = 0;
float fI = 0;
for( int i = 0; i < 9; i++ )
{
fI = (float)i;
offset = (fI - 4.0) * oneOverTargetSize.y;
x = (fI - 4.0) / 4.0;
weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (TORQUE_TEX2D( inputTex, IN.uv0 + float2( 0.0f, offset ) ) * weight );
}
//float2 targetSize = 1/oneOverTargetSize;
//float4 color = BlurV(TORQUE_SAMPLER2D_MAKEARG(inputTex), targetSize, IN.uv0, 20.0);
return float4( color.rgb, 1.0f );
}

View file

@ -21,52 +21,39 @@
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D inputTex ;
#define KERNEL_SAMPLES 4
const vec2 KERNEL[9] = vec2[](
vec2( 0.5, 0.5),
vec2( 0.5,-0.5),
vec2(-0.5,-0.5),
vec2(-0.5, 0.5)
);
uniform sampler2D inputTex;
uniform sampler2D luminanceTex;
uniform float g_fMiddleGray;
uniform vec2 oneOverTargetSize;
uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
out vec4 OUT_col;
#define PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
{
// The gaussian equation is defined as such:
/*
-(x - mean)^2
-------------
1.0 2*std_dev^2
f(x,mean,std_dev) = -------------------- * e^
sqrt(2*pi*std_dev^2)
*/
float tmp = ( 1.0f / sqrt( 2.0f * PI * std_deviation * std_deviation ) );
float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
return tmp * tmp2;
}
void main()
{
vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
float offset = 0;
float weight = 0;
float x = 0;
float fI = 0;
for( int i = 0; i < 9; i++ )
{
fI = float(i);
offset = (i - 4.0) * oneOverTargetSize.x;
x = (i - 4.0) / 4.0;
weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (texture( inputTex, IN_uv0 + vec2( offset, 0.0f ) ) * weight );
}
const float weight = 1.0 / KERNEL_SAMPLES;
vec4 downSample = vec4(0, 0, 0, 0);
OUT_col = vec4( color.rgb, 1.0f );
}
for (int i=0; i<KERNEL_SAMPLES; i++)
{
vec2 offset = KERNEL[i] * oneOverTargetSize;
vec4 sampleCol = hdrDecode( texture(inputTex, IN_uv0 + offset) );
downSample += sampleCol;
}
float adaptedLum = texture( luminanceTex, vec2( 0.5, 0.5 ) ).r;
float lum = (g_fMiddleGray / (adaptedLum + 0.0001));
return downSample * weight * lum;
}

View file

@ -20,34 +20,37 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define IN_HLSL
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
//-----------------------------------------------------------------------------
// Data
//-----------------------------------------------------------------------------
struct VertIn
{
float4 hpos : TORQUE_POSITION;
float4 texCoords[8] : TEXCOORD0;
#define KERNEL_SAMPLES 4
static const float2 KERNEL[4] = {
float2( 0.5f, 0.5f),
float2( 0.5f,-0.5f),
float2(-0.5f,-0.5f),
float2(-0.5f, 0.5f)
};
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
TORQUE_UNIFORM_SAMPLER2D(luminanceTex, 1);
uniform float g_fMiddleGray;
uniform float2 oneOverTargetSize;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
float4 main( VertIn IN) : TORQUE_TARGET0
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
// We calculate the texture coords
// in the vertex shader as an optimization.
float4 sample = 0.0f;
for ( int i = 0; i < 8; i++ )
{
sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].xy );
sample += TORQUE_TEX2D( inputTex, IN.texCoords[i].zw );
}
const float weight = 1.0f / KERNEL_SAMPLES;
float4 downSample = float4(0, 0, 0, 0);
return sample / 16;
}
[unroll]
for (int i=0; i<KERNEL_SAMPLES; i++)
{
float2 offset = KERNEL[i] * oneOverTargetSize;
float4 sampleCol = hdrDecode( TORQUE_TEX2D(inputTex, IN.uv0 + offset) );
downSample += sampleCol;
}
float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r;
float lum = (g_fMiddleGray / (adaptedLum + 0.0001f));
return downSample * weight * lum;
}

View file

@ -0,0 +1,58 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
#line 28
uniform sampler2D inputTex;
uniform sampler2D dirtTex;
uniform float strength;
// XY: Dirt Texture Size/Scale
// Z: Dirt Effect Strength
uniform vec3 dirtParams;
// XY: Edge Min & Max Distance
// Z: Edge Min Value
uniform vec3 edgeParams;
uniform vec2 oneOverTargetSize;
out vec4 OUT_col;
void main()
{
#ifdef USE_DIRT
float edge = distance(IN_uv0, vec2(0.5, 0.5));
edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
vec3 dirt = texture(dirtTex, IN_uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
#endif
vec4 upSample = texture(inputTex, IN_uv0) * strength;
#ifdef USE_DIRT
upSample.rgb += upSample.rgb * dirt;
#endif
OUT_col = max(upSample, 0.0);
}

View file

@ -0,0 +1,52 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
TORQUE_UNIFORM_SAMPLER2D(dirtTex, 1);
uniform float strength;
// XY: Dirt Texture Size/Scale
// Z: Dirt Effect Strength
uniform float3 dirtParams;
// XY: Edge Min & Max Distance
// Z: Edge Min Value
uniform float3 edgeParams;
uniform float2 oneOverTargetSize;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
#ifdef USE_DIRT
float edge = distance(IN.uv0, float2(0.5f, 0.5f));
edge = max(smoothstep(edgeParams.x, edgeParams.y, edge), edgeParams.z);
float3 dirt = TORQUE_TEX2D(dirtTex, IN.uv0 / (dirtParams.xy * oneOverTargetSize)).rgb * dirtParams.z * edge;
#endif
float4 upSample = TORQUE_TEX2D(inputTex, IN.uv0) * strength;
#ifdef USE_DIRT
upSample.rgb += upSample.rgb * dirt;
#endif
return max(upSample, 0.0f);
}

View file

@ -20,31 +20,24 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define IN_GLSL
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "core/rendering/shaders/gl/torque.glsl"
#include "shadergen:/autogenConditioners.h"
in vec4 texCoords[8];
#define IN_texCoords texCoords
#line 28
uniform sampler2D inputTex;
uniform float threshold;
out vec4 OUT_col;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
// We calculate the texture coords
// in the vertex shader as an optimization.
vec4 _sample = vec4(0.0f);
for ( int i = 0; i < 8; i++ )
{
_sample += texture( inputTex, IN_texCoords[i].xy );
_sample += texture( inputTex, IN_texCoords[i].zw );
}
OUT_col = _sample / 16;
}
vec4 screenColor = texture(inputTex, IN_uv0);
float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
float contribution = clamp(brightness - threshold, 0.0, 1.0) / max(brightness, 0.0001);
OUT_col = max(screenColor * contribution, 0.0001);
}

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@ -0,0 +1,37 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
#include "core/rendering/shaders/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float threshold;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 screenColor = TORQUE_TEX2D(inputTex, IN.uv0);
float brightness = max(screenColor.r, max(screenColor.g, screenColor.b));
float contribution = saturate(brightness - threshold) / max(brightness, 0.0001f);
return max(screenColor * contribution, 0.0001f);
}

View file

@ -0,0 +1,63 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
#line 27
#define KERNEL_SAMPLES 9
const vec3 KERNEL[9] = vec3[](
vec3( 0.0000, 0.0000, 0.2500),
vec3( 1.0000, 0.0000, 0.1250),
vec3( 0.0000, 1.0000, 0.1250),
vec3(-1.0000, 0.0000, 0.1250),
vec3( 0.0000,-1.0000, 0.1250),
vec3( 1.0000, 1.0000, 0.0625),
vec3( 1.0000,-1.0000, 0.0625),
vec3(-1.0000,-1.0000, 0.0625),
vec3(-1.0000, 1.0000, 0.0625)
);
uniform sampler2D inputTex;
uniform vec2 oneOverTargetSize;
out vec4 OUT_col;
void main()
{
vec4 downSample = vec4(0, 0, 0, 0);
for (int i=0; i<KERNEL_SAMPLES; i++)
{
// XY: Sample Offset
// Z: Sample Weight
vec3 offsetWeight = KERNEL[i];
vec2 offsetXY = offsetWeight.xy * oneOverTargetSize;
float weight = offsetWeight.z;
vec4 sampleCol = texture(inputTex, IN_uv0 + offsetXY);
downSample += sampleCol * weight;
}
OUT_col = downSample;
}

View file

@ -0,0 +1,58 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
#define KERNEL_SAMPLES 9
static const float3 KERNEL[9] = {
float3( 0.0000f, 0.0000f, 0.2500f),
float3( 1.0000f, 0.0000f, 0.1250f),
float3( 0.0000f, 1.0000f, 0.1250f),
float3(-1.0000f, 0.0000f, 0.1250f),
float3( 0.0000f,-1.0000f, 0.1250f),
float3( 1.0000f, 1.0000f, 0.0625f),
float3( 1.0000f,-1.0000f, 0.0625f),
float3(-1.0000f,-1.0000f, 0.0625f),
float3(-1.0000f, 1.0000f, 0.0625f)
};
TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
uniform float2 oneOverTargetSize;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 downSample = float4(0, 0, 0, 0);
[unroll]
for (int i=0; i<KERNEL_SAMPLES; i++)
{
// XY: Sample Offset
// Z: Sample Weight
float3 offsetWeight = KERNEL[i];
float2 offset = offsetWeight.xy * oneOverTargetSize;
float weight = offsetWeight.z;
float4 sampleCol = TORQUE_TEX2D(inputTex, IN.uv0 + offset);
downSample += sampleCol * weight;
}
return downSample;
}

View file

@ -1,141 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define IN_GLSL
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/gl/hlslCompat.glsl"
in vec4 vPosition;
in vec2 vTexCoord0;
#define In_pos vPosition
#define In_uv vTexCoord0
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
out vec4 texCoords[8];
#define Out_texCoords texCoords
#define Out_hpos gl_Position
uniform vec2 targetSize;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
Out_hpos = In_pos;
// Sample from the 16 surrounding points. Since the center point will be in
// the exact center of 16 texels, a 0.5f offset is needed to specify a texel
// center.
vec2 texSize = vec2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) );
vec4 uv;
uv.xy = In_uv.xy;
uv.zw = In_uv.xy;
Out_texCoords[0] = uv;
Out_texCoords[0].x += texSize.x;
Out_texCoords[0].y += texSize.y;
Out_texCoords[0].z += texSize.x;
Out_texCoords[0].w += texSize.y;
Out_texCoords[0].x += ( 0 - 1.5 ) * texSize.x;
Out_texCoords[0].y += ( 0 - 1.5 ) * texSize.y;
Out_texCoords[0].z += ( 1 - 1.5 ) * texSize.x;
Out_texCoords[0].w += ( 0 - 1.5 ) * texSize.y;
Out_texCoords[1] = uv;
Out_texCoords[1].x += texSize.x;
Out_texCoords[1].y += texSize.y;
Out_texCoords[1].z += texSize.x;
Out_texCoords[1].w += texSize.y;
Out_texCoords[1].x += ( 2 - 1.5 ) * texSize.x;
Out_texCoords[1].y += ( 0 - 1.5 ) * texSize.y;
Out_texCoords[1].z += ( 3 - 1.5 ) * texSize.x;
Out_texCoords[1].w += ( 0 - 1.5 ) * texSize.y;
Out_texCoords[2] = uv;
Out_texCoords[2].x += texSize.x;
Out_texCoords[2].y += texSize.y;
Out_texCoords[2].z += texSize.x;
Out_texCoords[2].w += texSize.y;
Out_texCoords[2].x += ( 0 - 1.5 ) * texSize.x;
Out_texCoords[2].y += ( 1 - 1.5 ) * texSize.y;
Out_texCoords[2].z += ( 1 - 1.5 ) * texSize.x;
Out_texCoords[2].w += ( 1 - 1.5 ) * texSize.y;
Out_texCoords[3] = uv;
Out_texCoords[3].x += texSize.x;
Out_texCoords[3].y += texSize.y;
Out_texCoords[3].z += texSize.x;
Out_texCoords[3].w += texSize.y;
Out_texCoords[3].x += ( 2 - 1.5 ) * texSize.x;
Out_texCoords[3].y += ( 1 - 1.5 ) * texSize.y;
Out_texCoords[3].z += ( 3 - 1.5 ) * texSize.x;
Out_texCoords[3].w += ( 1 - 1.5 ) * texSize.y;
Out_texCoords[4] = uv;
Out_texCoords[4].x += texSize.x;
Out_texCoords[4].y += texSize.y;
Out_texCoords[4].z += texSize.x;
Out_texCoords[4].w += texSize.y;
Out_texCoords[4].x += ( 0 - 1.5 ) * texSize.x;
Out_texCoords[4].y += ( 2 - 1.5 ) * texSize.y;
Out_texCoords[4].z += ( 1 - 1.5 ) * texSize.x;
Out_texCoords[4].w += ( 2 - 1.5 ) * texSize.y;
Out_texCoords[5] = uv;
Out_texCoords[5].x += texSize.x;
Out_texCoords[5].y += texSize.y;
Out_texCoords[5].z += texSize.x;
Out_texCoords[5].w += texSize.y;
Out_texCoords[5].x += ( 2 - 1.5 ) * texSize.x;
Out_texCoords[5].y += ( 2 - 1.5 ) * texSize.y;
Out_texCoords[5].z += ( 3 - 1.5 ) * texSize.x;
Out_texCoords[5].w += ( 2 - 1.5 ) * texSize.y;
Out_texCoords[6] = uv;
Out_texCoords[6].x += texSize.x;
Out_texCoords[6].y += texSize.y;
Out_texCoords[6].z += texSize.x;
Out_texCoords[6].w += texSize.y;
Out_texCoords[6].x += ( 0 - 1.5 ) * texSize.x;
Out_texCoords[6].y += ( 3 - 1.5 ) * texSize.y;
Out_texCoords[6].z += ( 1 - 1.5 ) * texSize.x;
Out_texCoords[6].w += ( 3 - 1.5 ) * texSize.y;
Out_texCoords[7] = uv;
Out_texCoords[7].x += texSize.x;
Out_texCoords[7].y += texSize.y;
Out_texCoords[7].z += texSize.x;
Out_texCoords[7].w += texSize.y;
Out_texCoords[7].x += ( 2 - 1.5 ) * texSize.x;
Out_texCoords[7].y += ( 3 - 1.5 ) * texSize.y;
Out_texCoords[7].z += ( 3 - 1.5 ) * texSize.x;
Out_texCoords[7].w += ( 3 - 1.5 ) * texSize.y;
correctSSP(gl_Position);
}

View file

@ -1,138 +0,0 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define IN_HLSL
#include "core/rendering/shaders/shdrConsts.h"
#include "core/rendering/shaders/postFX/postFx.hlsl"
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
struct Conn
{
float4 hpos : TORQUE_POSITION;
float4 texCoords[8] : TEXCOORD0;
};
uniform float2 targetSize;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Conn main( PFXVert In )
{
Conn Out;
Out.hpos = float4(In.pos,1.0);
// Sample from the 16 surrounding points. Since the center point will be in
// the exact center of 16 texels, a 0.5f offset is needed to specify a texel
// center.
float2 texSize = float2( 1.0 / (targetSize.x - 1.0), 1.0 / (targetSize.y - 1.0) );
float4 uv;
uv.xy = In.uv.xy;
uv.zw = In.uv.xy;
Out.texCoords[0] = uv;
Out.texCoords[0].x += texSize.x;
Out.texCoords[0].y += texSize.y;
Out.texCoords[0].z += texSize.x;
Out.texCoords[0].w += texSize.y;
Out.texCoords[0].x += ( 0 - 1.5 ) * texSize.x;
Out.texCoords[0].y += ( 0 - 1.5 ) * texSize.y;
Out.texCoords[0].z += ( 1 - 1.5 ) * texSize.x;
Out.texCoords[0].w += ( 0 - 1.5 ) * texSize.y;
Out.texCoords[1] = uv;
Out.texCoords[1].x += texSize.x;
Out.texCoords[1].y += texSize.y;
Out.texCoords[1].z += texSize.x;
Out.texCoords[1].w += texSize.y;
Out.texCoords[1].x += ( 2 - 1.5 ) * texSize.x;
Out.texCoords[1].y += ( 0 - 1.5 ) * texSize.y;
Out.texCoords[1].z += ( 3 - 1.5 ) * texSize.x;
Out.texCoords[1].w += ( 0 - 1.5 ) * texSize.y;
Out.texCoords[2] = uv;
Out.texCoords[2].x += texSize.x;
Out.texCoords[2].y += texSize.y;
Out.texCoords[2].z += texSize.x;
Out.texCoords[2].w += texSize.y;
Out.texCoords[2].x += ( 0 - 1.5 ) * texSize.x;
Out.texCoords[2].y += ( 1 - 1.5 ) * texSize.y;
Out.texCoords[2].z += ( 1 - 1.5 ) * texSize.x;
Out.texCoords[2].w += ( 1 - 1.5 ) * texSize.y;
Out.texCoords[3] = uv;
Out.texCoords[3].x += texSize.x;
Out.texCoords[3].y += texSize.y;
Out.texCoords[3].z += texSize.x;
Out.texCoords[3].w += texSize.y;
Out.texCoords[3].x += ( 2 - 1.5 ) * texSize.x;
Out.texCoords[3].y += ( 1 - 1.5 ) * texSize.y;
Out.texCoords[3].z += ( 3 - 1.5 ) * texSize.x;
Out.texCoords[3].w += ( 1 - 1.5 ) * texSize.y;
Out.texCoords[4] = uv;
Out.texCoords[4].x += texSize.x;
Out.texCoords[4].y += texSize.y;
Out.texCoords[4].z += texSize.x;
Out.texCoords[4].w += texSize.y;
Out.texCoords[4].x += ( 0 - 1.5 ) * texSize.x;
Out.texCoords[4].y += ( 2 - 1.5 ) * texSize.y;
Out.texCoords[4].z += ( 1 - 1.5 ) * texSize.x;
Out.texCoords[4].w += ( 2 - 1.5 ) * texSize.y;
Out.texCoords[5] = uv;
Out.texCoords[5].x += texSize.x;
Out.texCoords[5].y += texSize.y;
Out.texCoords[5].z += texSize.x;
Out.texCoords[5].w += texSize.y;
Out.texCoords[5].x += ( 2 - 1.5 ) * texSize.x;
Out.texCoords[5].y += ( 2 - 1.5 ) * texSize.y;
Out.texCoords[5].z += ( 3 - 1.5 ) * texSize.x;
Out.texCoords[5].w += ( 2 - 1.5 ) * texSize.y;
Out.texCoords[6] = uv;
Out.texCoords[6].x += texSize.x;
Out.texCoords[6].y += texSize.y;
Out.texCoords[6].z += texSize.x;
Out.texCoords[6].w += texSize.y;
Out.texCoords[6].x += ( 0 - 1.5 ) * texSize.x;
Out.texCoords[6].y += ( 3 - 1.5 ) * texSize.y;
Out.texCoords[6].z += ( 1 - 1.5 ) * texSize.x;
Out.texCoords[6].w += ( 3 - 1.5 ) * texSize.y;
Out.texCoords[7] = uv;
Out.texCoords[7].x += texSize.x;
Out.texCoords[7].y += texSize.y;
Out.texCoords[7].z += texSize.x;
Out.texCoords[7].w += texSize.y;
Out.texCoords[7].x += ( 2 - 1.5 ) * texSize.x;
Out.texCoords[7].y += ( 3 - 1.5 ) * texSize.y;
Out.texCoords[7].z += ( 3 - 1.5 ) * texSize.x;
Out.texCoords[7].w += ( 3 - 1.5 ) * texSize.y;
return Out;
}

View file

@ -21,51 +21,47 @@
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "core/rendering/shaders/postFX/gl/postFx.glsl"
#include "shadergen:/autogenConditioners.h"
uniform sampler2D inputTex ;
#line 27
#define KERNEL_SAMPLES 9
const vec3 KERNEL[9] = vec3[](
vec3( 0.0000, 0.0000, 0.5000),
vec3( 1.0000, 0.0000, 0.0625),
vec3( 0.0000, 1.0000, 0.0625),
vec3(-1.0000, 0.0000, 0.0625),
vec3( 0.0000,-1.0000, 0.0625),
vec3( 0.7070, 0.7070, 0.0625),
vec3( 0.7070,-0.7070, 0.0625),
vec3(-0.7070,-0.7070, 0.0625),
vec3(-0.7070, 0.7070, 0.0625)
);
uniform sampler2D nxtTex;
uniform sampler2D mipTex;
uniform float filterRadius;
uniform vec2 oneOverTargetSize;
uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
out vec4 OUT_col;
#define D3DX_PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
{
// The gaussian equation is defined as such:
/*
-(x - mean)^2
-------------
1.0 2*std_dev^2
f(x,mean,std_dev) = -------------------- * e^
sqrt(2*pi*std_dev^2)
*/
float tmp = ( 1.0f / sqrt( 2.0f * D3DX_PI * std_deviation * std_deviation ) );
float tmp2 = exp( ( -( ( x - mean ) * ( x - mean ) ) ) / ( 2.0f * std_deviation * std_deviation ) );
return tmp * tmp2;
}
void main()
{
vec4 color = vec4( 0.0f, 0.0f, 0.0f, 0.0f );
float offset = 0;
float weight = 0;
float x = 0;
float fI = 0;
vec4 upSample = vec4(0, 0, 0, 0);
for( int i = 0; i < 9; i++ )
{
fI = float(i);
offset = (fI - 4.0) * oneOverTargetSize.y;
x = (fI - 4.0) / 4.0;
weight = gaussMultiplier * computeGaussianValue( x, gaussMean, gaussStdDev );
color += (texture( inputTex, IN_uv0 + vec2( 0.0f, offset ) ) * weight );
}
OUT_col = vec4( color.rgb, 1.0f );
}
for (int i=0; i<KERNEL_SAMPLES; i++)
{
// XY: Sample Offset
// Z: Sample Weight
vec3 offsetWeight = KERNEL[i];
vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius;
float weight = offsetWeight.z;
vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY);
upSample += sampleCol * weight;
}
upSample = texture(nxtTex, IN_uv0) + upSample;
OUT_col = upSample;
}

View file

@ -0,0 +1,62 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "core/rendering/shaders/postFX/postFx.hlsl"
#define KERNEL_SAMPLES 9
static const float3 KERNEL[9] = {
float3( 0.0000f, 0.0000f, 0.5000f),
float3( 1.0000f, 0.0000f, 0.0625f),
float3( 0.0000f, 1.0000f, 0.0625f),
float3(-1.0000f, 0.0000f, 0.0625f),
float3( 0.0000f,-1.0000f, 0.0625f),
float3( 0.7070f, 0.7070f, 0.0625f),
float3( 0.7070f,-0.7070f, 0.0625f),
float3(-0.7070f,-0.7070f, 0.0625f),
float3(-0.7070f, 0.7070f, 0.0625f)
};
TORQUE_UNIFORM_SAMPLER2D(nxtTex, 0);
TORQUE_UNIFORM_SAMPLER2D(mipTex, 1);
uniform float filterRadius;
uniform float2 oneOverTargetSize;
float4 main(PFXVertToPix IN) : TORQUE_TARGET0
{
float4 upSample = float4(0, 0, 0, 0);
[unroll]
for (int i=0; i<KERNEL_SAMPLES; i++)
{
// XY: Sample Offset
// Z: Sample Weight
float3 offsetWeight = KERNEL[i];
float2 offset = offsetWeight.xy * oneOverTargetSize * filterRadius;
float weight = offsetWeight.z;
float4 sampleCol = TORQUE_TEX2D(mipTex, IN.uv0 + offset);
upSample += sampleCol * weight;
}
upSample = TORQUE_TEX2D(nxtTex, IN.uv0) + upSample;
return upSample;
}

View file

@ -41,7 +41,7 @@ uniform float g_fWhiteCutoff;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float g_fBloomScale;
//uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
uniform float Brightness;
@ -102,7 +102,7 @@ void main()
// Add the bloom effect.
_sample += (g_fBloomScale * bloom) / 10;
_sample += bloom;
//Apply Exposure
_sample.rgb *= TO_Exposure(_sample.rgb, exposureValue, colorFilter);

View file

@ -39,7 +39,7 @@ uniform float g_fMiddleGray;
uniform float g_fEnableAutoExposure;
uniform float g_fTonemapMode;
uniform float g_fBloomScale;
//uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
uniform float Brightness;
uniform float Contrast;
@ -94,7 +94,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv0 );
// Add the bloom effect.
sample += (g_fBloomScale * bloom) / 10;
sample += bloom;
//Apply Exposure
sample.rgb *= TO_Exposure(sample.rgb, exposureValue, colorFilter);

View file

@ -1,3 +1,27 @@
<<<<<<< HEAD
$PostFX::BloomPostFX::Enabled = "1";
$PostFX::BloomPostFX::threshold = "0.5";
$PostFX::BloomPostFX::intensity = "0.5";
$PostFX::BloomPostFX::radius = "4";
$PostFX::BloomPostFX::dirtEnabled = "1";
$PostFX::BloomPostFX::dirtScale = "2048";
$PostFX::BloomPostFX::dirtIntensity = "40";
$PostFX::BloomPostFX::dirtImage = "core/postFX/images/lensDirt.png";
$PostFX::BloomPostFX::dirtEdgeMinDist = "0.115384616";
$PostFX::BloomPostFX::dirtEdgeMaxDist = "0.951923072";
$PostFX::BloomPostFX::dirtEdgeMinVal = "0.00961538497";
$PostFX::HDRPostFX::Enabled = 1;
$PostFX::HDRPostFX::exposureValue = "1.5";
$PostFX::HDRPostFX::whitePoint = "2";
$PostFX::HDRPostFX::logContrast = "1.25";
$PostFX::HDRPostFX::saturationValue = "1";
$PostFX::HDRPostFX::colorFilter = "1.0 1.0 1.0";
$PostFX::HDRPostFX::minLuminace = "0.001";
$PostFX::HDRPostFX::adaptRate = "0.85";
$PostFX::HDRPostFX::tonemapMode = "ACES";
$PostFX::HDRPostFX::enableBloom = "1";
=======
>>>>>>> development
$PostFX::HDRPostFX::brightPassThreshold = "0.02";
$PostFX::HDRPostFX::gaussMultiplier = "0.4";
$PostFX::HDRPostFX::enableAutoExposure = "1";

View file

@ -27,7 +27,7 @@
float M_HALFPI_F = 1.57079632679489661923;
float M_PI_F = 3.14159265358979323846;
float M_2PI_F = 6.28318530717958647692;
float M_1OVER_PI_F = 0.31830988618f;
float M_1OVER_PI_F = 0.31830988618;
/// Calculate fog based on a start and end positions in worldSpace.
float computeSceneFog( vec3 startPos,

View file

@ -1,15 +1,38 @@
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<?xml version="1.0" encoding="UTF-8" standalone ="yes"?>
<ProjectSettings>
<Group name="UI">
<Setting name="mainMenuName">MainMenuGUI</Setting>
<Setting name="playGUIName">PlayGUI</Setting>
</Group>
<Group name="AssetManagement">
<Group name="Modules">
<Setting name="coreModulePath">core/</Setting>
<Group
name="AssetManagement">
<Group
name="Modules">
<Setting
name="coreModulePath">core/</Setting>
</Group>
</Group>
<Group name="General">
<Setting name="LightingMode">Deferred</Setting>
<Group
name="General">
<Setting
name="LightingMode">Deferred</Setting>
</Group>
<Group
name="Terrain">
<Setting
name="BlendDepth">0.560687482</Setting>
<Setting
name="DetailTextureFormat">12</Setting>
<Setting
name="LerpBlend">0</Setting>
<Setting
name="MacroTextureFormat">12</Setting>
<Setting
name="NormalTextureFormat">12</Setting>
<Setting
name="OrmTextureFormat">12</Setting>
</Group>
<Group
name="UI">
<Setting
name="mainMenuName">MainMenuGUI</Setting>
<Setting
name="playGUIName">PlayGUI</Setting>
</Group>
</ProjectSettings>