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			70 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  post_effects.h                                                        */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#ifdef GLES3_ENABLED
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#include "drivers/gles3/shaders/effects/post.glsl.gen.h"
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#include "glow.h"
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namespace GLES3 {
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class PostEffects {
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private:
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	struct Post {
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		PostShaderGLES3 shader;
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		RID shader_version;
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	} post;
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	static PostEffects *singleton;
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	// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
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	GLuint screen_triangle = 0;
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	GLuint screen_triangle_array = 0;
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	void _draw_screen_triangle();
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public:
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	static PostEffects *get_singleton();
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	PostEffects();
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	~PostEffects();
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	void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color,
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			GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius,
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			Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity,
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			float p_srgb_white, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
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};
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} //namespace GLES3
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#endif // GLES3_ENABLED
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