Some debug features for color corrections and glow strength fix.
This commit is contained in:
@@ -7,6 +7,7 @@
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#include "ShaderProgram.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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#include "imgui/imgui.h"
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class DrawColorCorrectionPass
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{
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@@ -23,7 +24,8 @@ private:
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ShaderProgram* m_ColorCorrectionProgram;
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Model* m_ScreenQuad;
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GLfloat m_Exposure;
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GLfloat m_Exposure = 1;
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GLfloat m_Gamma = 2.2;
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};
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#endif
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@@ -43,7 +43,7 @@
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</c:RaptorCopter>
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<c:Transform>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.16300011" Y="1422.89319" Z="0"/>
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<Orientation X="4.16300011" Y="1885.31665" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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@@ -85,7 +85,7 @@
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<Components>
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<c:Animation>
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<Name>Run</Name>
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<Time>0.62051775215976157</Time>
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<Time>0.33637802883706303</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Model>
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@@ -101,7 +101,7 @@
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<Components>
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<c:Animation>
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<Name>Walk</Name>
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<Time>0.28779680073140668</Time>
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<Time>0.0036570774087083535</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Model>
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@@ -147,70 +147,6 @@
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</c:Transform>
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</Components>
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<Children>
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<Entity name="NormalSphere">
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<Components>
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<c:Model>
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<Resource>Models/NormalMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="1.82700014" Y="0" Z="-0.166000009"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="SpecularSphere">
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<Components>
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<c:Model>
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<Resource>Models/SpecularMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-1.06487739" Y="0" Z="1.52336037"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Rotationpoint">
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<Components>
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<c:RaptorCopter>
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<Speed>1</Speed>
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<Axis X="0.699999988" Y="1" Z="0.300000012"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="404.200684" Y="577.428955" Z="173.228897"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="PointLight">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
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</c:Model>
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<c:PointLight>
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<Radius>3</Radius>
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<Intensity>1.1399998664855957</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="0.600000024" Y="0.5" Z="0"/>
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<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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<Entity name="GlowMap">
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<Components>
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<c:Model>
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<Resource>Models/IncandescenceMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="CombinedSpheres">
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<Components>
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<c:Model>
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@@ -227,7 +163,7 @@
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<Axis X="1" Y="1" Z="1"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="53.9495354" Y="53.9495354" Z="53.9495354"/>
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<Orientation X="494.357269" Y="494.357269" Z="494.357269"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -284,6 +220,83 @@
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</Entity>
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</Children>
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</Entity>
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<Entity name="SphereRotationOrigin">
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<Components>
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<c:RaptorCopter>
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<Speed>1</Speed>
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="290.653473" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="NormalSphere">
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<Components>
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<c:Model>
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<Resource>Models/NormalMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="1.82700014" Y="0" Z="-0.166000009"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="SpecularSphere">
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<Components>
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<c:Model>
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<Resource>Models/SpecularMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-1.06487739" Y="0" Z="1.52336037"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="Rotationpoint">
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<Components>
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<c:RaptorCopter>
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<Speed>1</Speed>
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<Axis X="0.699999988" Y="1" Z="0.300000012"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="712.485046" Y="1017.83423" Z="305.350739"/>
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</c:Transform>
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</Components>
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<Children>
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<Entity name="PointLight">
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitSphere.mesh</Resource>
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<Color A="1" B="0" G="3.92156863" R="3.92156863"/>
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</c:Model>
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<c:PointLight>
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<Radius>3</Radius>
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<Intensity>1.1399998664855957</Intensity>
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</c:PointLight>
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<c:Transform>
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<Position X="0.600000024" Y="0.5" Z="0"/>
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<Scale X="0.100000001" Y="0.100000001" Z="0.100000001"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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<Entity name="GlowMap">
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<Components>
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<c:Model>
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<Resource>Models/IncandescenceMapSphere.mesh</Resource>
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</c:Model>
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<c:Transform>
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<Position X="-1.10000002" Y="0" Z="-1.80000007"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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</Children>
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</Entity>
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</Children>
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@@ -3,6 +3,7 @@
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layout (binding = 0) uniform sampler2D SceneTexture;
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layout (binding = 1) uniform sampler2D BloomTexture;
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uniform float Exposure;
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uniform float Gamma;
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in VertexData{
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vec2 TextureCoordinate;
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@@ -12,7 +13,6 @@ out vec4 fragmentColor;
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void main()
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{
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const float gamma = 2.2;
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vec4 hdrColor = texture(SceneTexture, Input.TextureCoordinate);
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vec4 bloomColor = texture(BloomTexture, Input.TextureCoordinate);
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hdrColor += bloomColor;
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@@ -21,7 +21,7 @@ void main()
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vec3 result = vec3(1.0) - exp(-hdrColor.rgb * Exposure);
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//gamme correction
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result = pow(result, vec3(1.0 / gamma));
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result = pow(result, vec3(1.0 / Gamma));
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fragmentColor = vec4(result, 1.0);
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//fragmentColor = hdrColor;
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@@ -160,7 +160,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel;
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color_result += glowTexel*3;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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@@ -5,7 +5,8 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
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m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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//m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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}
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@@ -21,6 +22,8 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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{
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ImGui::DragFloat("Exposure", &m_Exposure, 0.01f, 0.f, 10.f, "%.2f", 1.f);
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ImGui::DragFloat("Gamma", &m_Gamma, 0.01f, 0.f, 50.f, "%.2f", 1.f);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("DrawScreenQuadPass::Draw: Pre");
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@@ -28,6 +31,7 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
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m_ColorCorrectionProgram->Bind();
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glClear(GL_COLOR_BUFFER_BIT);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
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glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Gamma"), m_Gamma);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sceneTexture);
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