26 Sep 2021

General:
+ Added Summaries

Renderer
-------
SM.Base:
+ SM.Base.Controls.Mouse now has a feature to disable tracking.
+ Replaced Bloom Effect with the similar system how blender use it.
+ You can now disable ANY post processing effects.
+ Interpolation for CVectors.
+ MathUtils
+ RenderPipelines now have a central list for post processing effects.

~ Log-System is now ignored if a debugger is attached.
~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform.
~ Improved Text Rendering

SM.OGL:
+ ColorAttachments now contain a reference to the framebuffer its connected.
+ ColorAttachments can now have a own size.
+ Framebuffer.Append(string key, Vector2 size, int pos)
+Framebuffers now have a method to completely reset itself.
+ Framebuffers now have a Blit-method called "CopyTo".

~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object.
~ Renderbuffers now are a class and contain the ID by itself.
~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1

Optionals:
Controls:
+ Framecache for the GameController.GetState()
This commit is contained in:
Nineto Nine 2021-09-26 21:27:14 +02:00
parent dffa581596
commit 9b52d401e7
61 changed files with 1529 additions and 818 deletions

View file

@ -8,8 +8,28 @@ uniform float Gamma;
layout(location = 0) out vec4 color;
vec3 ACES(vec3 x) {
const float a = 2.51;
const float b = 0.03;
const float c = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0,1.0);
}
vec3 reinhardTone(vec3 col) {
return col / (col + vec3(1.0));
}
vec3 exposure(vec3 scene) {
return vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
}
void main() {
vec3 result = vec3(1) - exp(-texture(Scene, vTexture).rgb * Exposure);
vec3 scene = texture2D(Scene, vTexture).rgb;
vec3 result = reinhardTone(scene);
color = vec4(pow(result, vec3(1 / Gamma)), 1);
}