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@@ -15,6 +15,11 @@ class Hdr: private RenderingPass
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PROPERTY_R(Texture, toneFai, getToneFai) ///< Vertical blur pass FAI
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PROPERTY_R(Texture, hblurFai, getHblurFai) ///< pass0Fai with the horizontal blur FAI
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PROPERTY_R(Texture, fai, getFai) ///< The final FAI
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+ PROPERTY_R(float, renderingQuality, getRenderingQuality)
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+ /// The blurring iterations of the tone map
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+ PROPERTY_RW(uint, blurringIterationsNum, getBlurringIterationsNum, setBlurringIterationsNum)
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+ PROPERTY_RW(float, exposure, getExposure, setExposure)///< How bright is the HDR
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+ PROPERTY_RW(float, blurringDist, getBlurringDist, setBlurringDist)
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public:
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Hdr(Renderer& r_, Object* parent): RenderingPass(r_, parent) {}
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@@ -23,14 +28,7 @@ class Hdr: private RenderingPass
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/// Setters & getters
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/// @{
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- float getBlurringDist() {return blurringDist;}
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- void setBlurringDist(float f) {blurringDist = f;}
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- uint getBlurringIterations() {return blurringIterations;}
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- void setBlurringIterations(uint i) {blurringIterations = i;}
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- float getExposure() const {return exposure;}
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- void setExposure(float f) {exposure = f;}
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bool isEnabled() const {return enabled;}
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- float getRenderingQuality() const {return renderingQuality;}
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/// @}
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private:
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@@ -40,11 +38,7 @@ class Hdr: private RenderingPass
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RsrcPtr<ShaderProg> toneSProg;
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RsrcPtr<ShaderProg> hblurSProg;
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RsrcPtr<ShaderProg> vblurSProg;
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- float blurringDist;
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- uint blurringIterations;
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- float exposure; ///< How bright is the HDR
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bool enabled;
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- float renderingQuality;
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void initFbo(Fbo& fbo, Texture& fai);
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};
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