385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
27 lines
653 B
GLSL
27 lines
653 B
GLSL
#define FLAG_HORIZONTAL (1 << 0)
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
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#define FLAG_GLOW_FIRST_PASS (1 << 2)
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layout(push_constant, std430) uniform Blur {
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vec2 pixel_size; // 08 - 08
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uint flags; // 04 - 12
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uint pad; // 04 - 16
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// Glow.
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float glow_strength; // 04 - 20
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float glow_bloom; // 04 - 24
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float glow_hdr_threshold; // 04 - 28
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float glow_hdr_scale; // 04 - 32
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float glow_exposure; // 04 - 36
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float glow_white; // 04 - 40
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float glow_luminance_cap; // 04 - 44
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float glow_auto_exposure_scale; // 04 - 48
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float luminance_multiplier; // 04 - 52
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float res1; // 04 - 56
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float res2; // 04 - 60
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float res3; // 04 - 64
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}
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blur;
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