parent
d2d48e2a7a
commit
f5277e347d
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@ -3515,7 +3515,6 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
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_copy_screen();
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW, false);
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state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM, false);
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@ -3611,6 +3610,16 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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composite_from = storage->frame.current_rt->effects.mip_maps[0].color;
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}
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if (env->dof_blur_near_enabled || env->dof_blur_far_enabled) {
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//these needed to disable filtering, reenamble
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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if (env->auto_exposure) {
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//compute auto exposure
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@ -6189,6 +6189,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color);
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int level = 0;
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int fb_w = w;
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int fb_h = h;
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while (true) {
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@ -6206,13 +6208,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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level++;
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}
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glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, rt->width, rt->height, color_format, color_type);
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glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, fb_w, fb_h, color_format, color_type);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
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glDisable(GL_SCISSOR_TEST);
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glColorMask(1, 1, 1, 1);
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glDepthMask(GL_TRUE);
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if (rt->buffers.active == false) {
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glDepthMask(GL_TRUE);
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}
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for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
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@ -6235,7 +6239,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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float zero[4] = { 1, 0, 1, 0 };
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glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
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glClearBufferfv(GL_COLOR, 0, zero);
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if (used_depth) {
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
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@ -1285,12 +1285,11 @@ public:
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buffers.fbo = 0;
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used_in_frame = false;
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flags[RENDER_TARGET_VFLIP] = false;
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flags[RENDER_TARGET_TRANSPARENT] = false;
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flags[RENDER_TARGET_NO_3D_EFFECTS] = false;
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flags[RENDER_TARGET_NO_3D] = false;
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flags[RENDER_TARGET_NO_SAMPLING] = false;
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for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
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flags[i] = false;
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}
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flags[RENDER_TARGET_HDR] = true;
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buffers.active = false;
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buffers.effects_active = false;
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@ -144,6 +144,38 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod)
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#endif
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vec3 tonemap_filmic(vec3 color,float white) {
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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vec3 coltn = ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
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float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
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return coltn/whitetn;
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}
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vec3 tonemap_aces(vec3 color) {
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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return color = clamp((color*(a*color+b))/(color*(c*color+d)+e),vec3(0.0),vec3(1.0));
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}
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vec3 tonemap_reindhart(vec3 color,vec3 white) {
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return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color );
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}
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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@ -157,8 +189,11 @@ void main() {
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color*=exposure;
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#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
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#define USING_GLOW
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#endif
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#if defined(USING_GLOW)
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vec3 glow = vec3(0.0);
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#ifdef USE_GLOW_LEVEL1
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@ -193,8 +228,55 @@ void main() {
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glow *= glow_intensity;
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#endif
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#ifdef USE_REINDHART_TONEMAPPER
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color.rgb = tonemap_reindhart(color.rgb,white);
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# if defined(USING_GLOW)
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glow = tonemap_reindhart(glow,white);
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# endif
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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color.rgb = tonemap_filmic(color.rgb,white);
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# if defined(USING_GLOW)
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glow = tonemap_filmic(glow,white);
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# endif
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#endif
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#ifdef USE_ACES_TONEMAPPER
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color.rgb = tonemap_aces(color.rgb);
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# if defined(USING_GLOW)
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glow = tonemap_aces(glow);
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# endif
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#endif
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
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#if defined(USING_GLOW)
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glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308)));
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#endif
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//glow needs to be added in SRGB space (together with image space effects)
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color.rgb = clamp(color.rgb,0.0,1.0);
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#if defined(USING_GLOW)
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glow = clamp(glow,0.0,1.0);
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#endif
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#ifdef USE_GLOW_REPLACE
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color.rgb = glow;
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@ -203,7 +285,7 @@ void main() {
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#ifdef USE_GLOW_SCREEN
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color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0);
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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@ -219,60 +301,11 @@ void main() {
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
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#if defined(USING_GLOW) && !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
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//additive
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color.rgb+=glow;
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#endif
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#endif
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#ifdef USE_REINDHART_TONEMAPPER
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{
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color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
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}
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#endif
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#ifdef USE_FILMIC_TONEMAPPER
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
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float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
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color.rgb=coltn/whitetn;
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}
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#endif
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#ifdef USE_ACES_TONEMAPPER
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{
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float a = 2.51f;
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float b = 0.03f;
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float c = 2.43f;
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float d = 0.59f;
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float e = 0.14f;
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color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
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}
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#endif
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//regular Linear -> SRGB conversion
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vec3 a = vec3(0.055);
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color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
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#ifdef USE_BCS
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color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
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@ -167,6 +167,7 @@ void Environment::set_tonemap_auto_exposure(bool p_enabled) {
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tonemap_auto_exposure = p_enabled;
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VS::get_singleton()->environment_set_tonemap(environment, VS::EnvironmentToneMapper(tone_mapper), tonemap_exposure, tonemap_white, tonemap_auto_exposure, tonemap_auto_exposure_min, tonemap_auto_exposure_max, tonemap_auto_exposure_speed, tonemap_auto_exposure_grey);
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_change_notify();
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}
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bool Environment::get_tonemap_auto_exposure() const {
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