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- Add new "scene" target for custom postprocess shaders
- Add "gl_custompost" cvar to turn off custom postprocess shaders completely - Made "scene" affect the screen before 2D drawing, made "screen" affect the entire screen after 2D drawing
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1 changed files with 8 additions and 1 deletions
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@ -147,6 +147,8 @@ CUSTOM_CVAR(Bool, gl_paltonemap_reverselookup, true, CVAR_ARCHIVE | CVAR_NOINITC
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}
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CVAR(Bool, gl_custompost, true, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -175,7 +177,7 @@ void FGLRenderer::PostProcessScene(int fixedcm)
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ColormapScene(fixedcm);
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LensDistortScene();
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ApplyFXAA();
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RunCustomPostProcessShaders("screen");
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RunCustomPostProcessShaders("scene");
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}
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#include "vm.h"
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@ -214,6 +216,9 @@ DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
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void FGLRenderer::RunCustomPostProcessShaders(FString target)
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{
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if (!gl_custompost)
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return;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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@ -864,6 +869,8 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
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m2DDrawer->Clear();
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RunCustomPostProcessShaders("screen");
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FGLDebug::PushGroup("CopyToBackbuffer");
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if (FGLRenderBuffers::IsEnabled())
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{
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