Fixed issues after merging
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10 changed files with 33 additions and 63 deletions
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@ -15,44 +15,42 @@ namespace SM.Base.PostEffects
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{
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public class BloomEffect : PostProcessEffect
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{
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private static BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, new Vector2(0.32f, 1), new Vector2(0.432f, 0), new Vector2(1,0));
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private static BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, Vector2.Zero, new Vector2(0.4f, 0), new Vector2(.5f,0));
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private static readonly PostProcessShader _mergeShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge_vert.glsl"),
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge.glsl"));
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private static readonly PostProcessShader _shader =
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new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
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private const float _defaultTextureScale = .75f;
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private static readonly BezierCurve _defaultCurve = new BezierCurve(Vector2.UnitY, new Vector2(0.32f, 1),
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new Vector2(0.432f, 0), new Vector2(1, 0));
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private Framebuffer _source;
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private Framebuffer _bloomBuffer1;
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private Framebuffer _bloomBuffer2;
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private readonly bool _hdr;
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private readonly PostProcessShader _mergeShader = new PostProcessShader(
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge_vert.glsl"),
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AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_merge.glsl"));
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private readonly PostProcessShader _shader =
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new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".bloom_blur.glsl"));
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private Framebuffer _source;
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private readonly float _textureScale = .75f;
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private BezierCurve _weightCurve;
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private float[] _weights;
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public int Iterations = 1;
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private ColorAttachment _xBuffer;
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private ColorAttachment _yBuffer;
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public TextureBase AmountMap;
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public TextureTransformation AmountTransform = new TextureTransformation();
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public int Iterations = 8;
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public float Threshold = .8f;
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public float Power = 1;
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public bool Enable = true;
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public int Iterations = 1;
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public float MaxAmount = 1;
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public float MinAmount = 0;
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public float Power = 1;
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public float Threshold = .8f;
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public int WeightCurvePickAmount = 4;
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@ -12,7 +12,7 @@ namespace SM.Base.PostEffects
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/// <summary>
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/// This class has some utility for render pipelines
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/// </summary>
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public static class PostProcessFinals
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public static class PostProcessUtility
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{
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private static readonly PostProcessShader _hdrExposureShader =
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new PostProcessShader(AssemblyUtility.ReadAssemblyFile(SMRenderer.PostProcessPath + ".finalize_hdr.glsl"));
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