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- improve the bloom blur quality slightly
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fcee021753
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128c8d8318
1 changed files with 22 additions and 2 deletions
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@ -104,8 +104,18 @@ void PPBloom::UpdateSteps()
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{
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{
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auto &level = levels[i];
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auto &level = levels[i];
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auto &next = levels[i + 1];
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auto &next = levels[i + 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, next.VTexture, next.Viewport, true));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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// Linear downscale:
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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steps.Push(step);
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}
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}
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// Blur and upscale:
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// Blur and upscale:
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@ -183,8 +193,18 @@ void PPBloom::UpdateBlurSteps()
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{
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{
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auto &level = levels[i];
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auto &level = levels[i];
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auto &next = levels[i + 1];
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auto &next = levels[i + 1];
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.VTexture, level.HTexture, level.Viewport, false));
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steps.Push(BlurStep(blurUniforms, level.HTexture, next.VTexture, next.Viewport, true));
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steps.Push(BlurStep(blurUniforms, level.HTexture, level.VTexture, level.Viewport, true));
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// Linear downscale:
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step.ShaderName = "BloomCombine";
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step.Uniforms.Clear();
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step.Viewport = next.Viewport;
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step.SetInputTexture(0, level.VTexture, PPFilterMode::Linear);
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step.SetOutputTexture(next.VTexture);
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step.SetNoBlend();
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steps.Push(step);
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}
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}
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// Blur and upscale:
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// Blur and upscale:
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