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authorJuan Linietsky <reduzio@gmail.com>2018-07-02 16:50:52 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-07-02 16:50:52 -0300
commit7fc2367508c41cfab86eaf7d84e04cd122978fdb (patch)
tree2ec9182c554f6dde88fc48d4c9beba1e67f65dad /drivers/gles3/rasterizer_scene_gles3.h
parent2dc738ce2733757631a4ccf413a92411c4400246 (diff)
Added ability for SSAO to affect AO textures too
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.h')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index a6faeef473..524212b9c1 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -140,6 +140,7 @@ public:
float reflection_multiplier;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
+ float ambient_occlusion_affect_ssao;
uint32_t fog_depth_enabled;
float fog_depth_begin;
@@ -151,6 +152,7 @@ public:
float fog_height_max;
float fog_height_curve;
// make sure this struct is padded to be a multiple of 16 bytes for webgl
+ float pad[3];
} ubo_data;
@@ -385,6 +387,7 @@ public:
float ssao_radius2;
float ssao_bias;
float ssao_light_affect;
+ float ssao_ao_channel_affect;
Color ssao_color;
VS::EnvironmentSSAOQuality ssao_quality;
float ssao_bilateral_sharpness;
@@ -465,6 +468,7 @@ public:
ssao_radius2 = 0.0;
ssao_bias = 0.01;
ssao_light_affect = 0;
+ ssao_ao_channel_affect = 0;
ssao_filter = VS::ENV_SSAO_BLUR_3x3;
ssao_quality = VS::ENV_SSAO_QUALITY_LOW;
ssao_bilateral_sharpness = 4;
@@ -543,7 +547,7 @@ public:
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);