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u_TonemapParms2
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-3
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2 files changed

+8
-3
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src/engine/renderer/glsl_source/cameraEffects_fp.glsl

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Original file line numberDiff line numberDiff line change
@@ -70,7 +70,9 @@ y: highlightsCompressionSpeed
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z: shoulderClip
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w: highlightsCompression */
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uniform vec4 u_TonemapParms;
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#if defined(ADAPTIVE_EXPOSURE_AVAILABLE)
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uniform vec4 u_TonemapParms2;
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#endif
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vec3 TonemapLottes( vec3 color ) {
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// Lottes 2016, "Advanced Techniques and Optimization of HDR Color Pipelines"

src/engine/renderer/tr_backend.cpp

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@@ -1725,9 +1725,12 @@ void RB_CameraPostFX() {
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r_toneMappingDarkAreaPointHDR.Get(), r_toneMappingDarkAreaPointLDR.Get(), tonemapParms[2], tonemapParms[3] );
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gl_cameraEffectsShader->SetUniform_TonemapParms( tonemapParms );
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vec4_t parms{ log2f( r_toneMappingHDRMax.Get() ) };
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parms[1] = UINT32_MAX / ( windowConfig.vidWidth * windowConfig.vidHeight * ( uint32_t( parms[0] ) + 8 ) );
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gl_cameraEffectsShader->SetUniform_TonemapParms2( parms );
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if ( glConfig.adaptiveExposureAvailable ) {
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vec4_t parms{ log2f( r_toneMappingHDRMax.Get() ) };
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parms[1] = UINT32_MAX / ( windowConfig.vidWidth * windowConfig.vidHeight * ( uint32_t( parms[0] ) + 8 ) );
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gl_cameraEffectsShader->SetUniform_TonemapParms2( parms );
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}
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}
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gl_cameraEffectsShader->SetUniform_Tonemap( tonemap );
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