diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-07-08 23:51:53 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2017-07-08 23:51:53 +0200 |
commit | d23fc16b2d91fec1b6c9d97c4429bdbd09d4eb00 (patch) | |
tree | 7b83394ae29c9e2d195892aece1a26f451376e21 /drivers | |
parent | e577c5b0705168177943fcdf9a0b66c1f8f864f3 (diff) | |
parent | 2fd204c35e6883d36d4c15adbe6725ffffd73c6f (diff) |
Merge pull request #9564 from Noshyaar/pr-threshold
Refactor 'treshold' to 'threshold'
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 11 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 8 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 7 |
6 files changed, 20 insertions, 22 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 3c543365f0..25c0f8925d 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4199,7 +4199,7 @@ void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p void RasterizerGLES2::add_light(RID p_light_instance) { -#define LIGHT_FADE_TRESHOLD 0.05 +#define LIGHT_FADE_THRESHOLD 0.05 ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS); @@ -6481,7 +6481,7 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM])); - copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD])); + copy_shader.set_uniform(CopyShaderGLES2::BLOOM_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD])); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) { @@ -6491,7 +6491,7 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); //copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0); - copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); + copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD])); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); glActiveTexture(GL_TEXTURE0); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index e6b76a4e92..e86d3ba298 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -689,14 +689,14 @@ class RasterizerGLES2 : public Rasterizer { fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0; fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0; fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0; - fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5; + fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD] = 0.5; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0; fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR; fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4; fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0; - fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95; + fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD] = 0.95; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2; fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4; fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0; diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 3f060cb97f..23680ffe91 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -87,7 +87,7 @@ uniform sampler2D glow_source; #if defined(USE_HDR) && defined(USE_GLOW_COPY) -uniform highp float hdr_glow_treshold; +uniform highp float hdr_glow_threshold; uniform highp float hdr_glow_scale; #endif @@ -107,7 +107,7 @@ uniform vec3 bcs; #ifdef USE_GLOW_COPY uniform float bloom; -uniform float bloom_treshold; +uniform float bloom_threshold; #endif @@ -374,11 +374,11 @@ void main() { #ifdef USE_GLOW_COPY - highp vec3 glowcol = color.rgb*color.a+step(bloom_treshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; + highp vec3 glowcol = color.rgb*color.a+step(bloom_threshold,dot(vec3(0.3333,0.3333,0.3333),color.rgb))*bloom*color.rgb; #ifdef USE_HDR highp float collum = max(color.r,max(color.g,color.b)); - glowcol+=color.rgb*max(collum-hdr_glow_treshold,0.0)*hdr_glow_scale; + glowcol+=color.rgb*max(collum-hdr_glow_threshold,0.0)*hdr_glow_scale; #endif color.rgb=glowcol; color.a=0.0; @@ -500,7 +500,7 @@ void main() { //lum_accum=exp(lum_accum); -#ifdef USE_8BIT_HDR +#ifdef USE_8BIT_HDR highp float vd_lum = dot(texture2D( source_vd_lum, vec2(0.0) ), _multcv ); lum_accum = clamp( vd_lum + (lum_accum-vd_lum)*hdr_time_delta*hdr_exp_adj_speed,min_luminance*(1.0/LUM_RANGE),max_luminance*(1.0/LUM_RANGE)); @@ -555,4 +555,3 @@ void main() { #endif } - diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index ce8ff2ff9e..e8c6502bf4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -869,7 +869,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl env->dof_blur_near_amount = p_amount; env->dof_blur_near_quality = p_quality; } -void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { +void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -878,9 +878,9 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_ env->glow_levels = p_level_flags; env->glow_intensity = p_intensity; env->glow_strength = p_strength; - env->glow_bloom = p_bloom_treshold; + env->glow_bloom = p_bloom_threshold; env->glow_blend_mode = p_blend_mode; - env->glow_hdr_bleed_treshold = p_hdr_bleed_treshold; + env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold; env->glow_hdr_bleed_scale = p_hdr_bleed_scale; env->glow_bicubic_upscale = p_bicubic_upscale; } @@ -3719,7 +3719,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->exposure.color); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM, env->glow_bloom); - state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD, env->glow_hdr_bleed_treshold); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold); state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale); } else { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 69213bf49e..37bbd60797 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -381,7 +381,7 @@ public: float glow_strength; float glow_bloom; VS::EnvironmentGlowBlendMode glow_blend_mode; - float glow_hdr_bleed_treshold; + float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; bool glow_bicubic_upscale; @@ -467,7 +467,7 @@ public: glow_strength = 1.0; glow_bloom = 0.0; glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT; - glow_hdr_bleed_treshold = 1.0; + glow_hdr_bleed_threshold = 1.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; @@ -522,7 +522,7 @@ public: virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality); virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale); 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); diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 8ca8e21f11..2550335174 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -14,7 +14,7 @@ uniform vec4 blur_section; void main() { - uv_interp = uv_in; + uv_interp = uv_in; gl_Position = vertex_attrib; #ifdef USE_BLUR_SECTION @@ -99,7 +99,7 @@ uniform highp float auto_exposure_grey; #endif uniform float glow_bloom; -uniform float glow_hdr_treshold; +uniform float glow_hdr_threshold; uniform float glow_hdr_scale; #endif @@ -262,7 +262,7 @@ void main() { frag_color*=exposure; float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); - float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom ); + float feedback = max( smoothstep(glow_hdr_threshold,glow_hdr_threshold+glow_hdr_scale,luminance), glow_bloom ); frag_color *= feedback; @@ -285,4 +285,3 @@ void main() { } - |