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@@ -23,8 +23,8 @@
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// Inspired by bloom described in paper listed here:
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// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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-$PostFX::BloomPostFX::threshold = 0.65;
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-$PostFX::BloomPostFX::intensity = 0.5;
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+$PostFX::BloomPostFX::threshold = 0.75;
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+$PostFX::BloomPostFX::intensity = 1.0;
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$PostFX::BloomPostFX::radius = 4.0;
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$PostFX::BloomPostFX::dirtEnabled = true;
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@@ -35,7 +35,7 @@ $PostFX::BloomPostFX::dirtEdgeMaxDist = 0.75;
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$PostFX::BloomPostFX::dirtEdgeMinVal = 0.05;
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$PostFX::BloomPostFX::dirtImage = "core/postFX/images/lensDirt.png";
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-singleton ShaderData( PFX_BloomThreshold_Shader )
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+singleton ShaderData( Bloom_ThresholdShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./bloomThresholdP.hlsl";
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@@ -47,7 +47,7 @@ singleton ShaderData( PFX_BloomThreshold_Shader )
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pixVersion = 3.0;
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};
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-singleton ShaderData( PFX_BloomDownSample_Shader )
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+singleton ShaderData( Bloom_DownSampleShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./downSampleP.hlsl";
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@@ -59,7 +59,7 @@ singleton ShaderData( PFX_BloomDownSample_Shader )
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pixVersion = 3.0;
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};
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-singleton ShaderData( PFX_BloomUpSample_Shader )
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+singleton ShaderData( Bloom_UpSampleShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./upSampleP.hlsl";
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@@ -72,7 +72,7 @@ singleton ShaderData( PFX_BloomUpSample_Shader )
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pixVersion = 3.0;
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};
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-singleton ShaderData( PFX_BloomStrength_Shader )
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+singleton ShaderData( Bloom_StrengthShader )
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/postFX/postFxV.hlsl";
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DXPixelShaderFile = "./bloomStrengthP.hlsl";
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@@ -85,14 +85,14 @@ singleton ShaderData( PFX_BloomStrength_Shader )
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pixVersion = 3.0;
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};
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-singleton GFXStateBlockData( BloomPostFX_SampleStateBlock : PFX_DefaultStateBlock )
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+singleton GFXStateBlockData( Bloom_SampleStateBlock : PFX_DefaultStateBlock )
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{
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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samplerStates[1] = SamplerClampLinear;
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};
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-singleton GFXStateBlockData( BloomPostFX_Add_SampleStateBlock : PFX_DefaultStateBlock )
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+singleton GFXStateBlockData( Bloom_Add_SampleStateBlock : PFX_DefaultStateBlock )
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{
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// Do a one to one blend.
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blendDefined = true;
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@@ -164,8 +164,8 @@ function BloomPostFX::SetupBlurFX( %this )
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{
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internalName = "bloomBlur";
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allowReflectPass = false;
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- shader = PFX_BloomDownSample_Shader;
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- stateBlock = BloomPostFX_SampleStateBlock;
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+ shader = Bloom_DownSampleShader;
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+ stateBlock = Bloom_SampleStateBlock;
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texture[0] = "#threshold";
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target = "#bloom_0";
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targetScale = "0.5 0.5";
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@@ -180,8 +180,8 @@ function BloomPostFX::SetupBlurFX( %this )
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{
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internalName = %mipName;
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allowReflectPass = false;
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- shader = PFX_BloomDownSample_Shader;
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- stateBlock = BloomPostFX_SampleStateBlock;
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+ shader = Bloom_DownSampleShader;
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+ stateBlock = Bloom_SampleStateBlock;
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texture[0] = %textureName;
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target = "#" @ %mipName;
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targetScale = "0.5 0.5";
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@@ -202,8 +202,8 @@ function BloomPostFX::SetupBlurFX( %this )
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{
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internalName = %mipName;
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allowReflectPass = false;
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- shader = PFX_BloomUpSample_Shader;
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- stateBlock = BloomPostFX_SampleStateBlock;
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+ shader = Bloom_UpSampleShader;
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+ stateBlock = Bloom_SampleStateBlock;
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texture[0] = %nxt;
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texture[1] = %textureName;
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target = "#" @ %mipName;
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@@ -243,7 +243,7 @@ function BloomPostFX::populatePostFXSettings(%this)
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PostEffectEditorInspector.startGroup("BloomPostFX - General");
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PostEffectEditorInspector.addCallbackField("$PostFX::BloomPostFX::Enabled", "Enabled", "bool", "", $PostFX::BloomPostFX::Enabled, "", "toggleBloomPostFX");
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PostEffectEditorInspector.addField("$PostFX::BloomPostFX::threshold", "Threshold", "range", "", $PostFX::BloomPostFX::threshold, "0 1 10");
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- PostEffectEditorInspector.addField("$PostFX::BloomPostFX::intensity", "Intensity", "range", "", $PostFX::BloomPostFX::intensity, "0 2 10");
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+ PostEffectEditorInspector.addField("$PostFX::BloomPostFX::intensity", "Intensity", "range", "", $PostFX::BloomPostFX::intensity, "0 10 10");
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PostEffectEditorInspector.addField("$PostFX::BloomPostFX::radius", "Radius", "float", "", $PostFX::BloomPostFX::radius, "");
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PostEffectEditorInspector.endGroup();
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@@ -309,8 +309,8 @@ singleton PostEffect( BloomPostFX )
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renderBin = "EditorBin";
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renderPriority = 10000;
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- shader = PFX_BloomThreshold_Shader;
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- stateBlock = BloomPostFX_SampleStateBlock;
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+ shader = Bloom_ThresholdShader;
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+ stateBlock = Bloom_SampleStateBlock;
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texture[0] = "$backBuffer";
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target = "#threshold";
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targetFormat = "GFXFormatR16G16B16A16F";
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@@ -319,8 +319,8 @@ singleton PostEffect( BloomPostFX )
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{
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internalName = "bloomFinal";
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allowReflectPass = false;
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- shader = PFX_BloomStrength_Shader;
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- stateBlock = BloomPostFX_Add_SampleStateBlock;
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+ shader = Bloom_StrengthShader;
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+ stateBlock = Bloom_Add_SampleStateBlock;
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texture[0] = "#upSample_0";
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target = "$backBuffer";
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};
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