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authorBastiaan Olij <mux213@gmail.com>2019-09-15 19:58:38 +1000
committerclayjohn <claynjohn@gmail.com>2020-03-19 18:30:39 -0700
commitc3fee7ba6cdefd285255b9e1198bc1fdf585b1ac (patch)
treeb198d6c7473eed95130b09c991686e2f20540864 /servers/visual/rasterizer_rd/rasterizer_effects_rd.h
parent1a532d53ccfd11cae7efdda1d406fd26da5cdb1e (diff)
Add shader based background mode
Diffstat (limited to 'servers/visual/rasterizer_rd/rasterizer_effects_rd.h')
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.h23
1 files changed, 2 insertions, 21 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
index fbf6b39ecb..ab4aa58ce0 100644
--- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
@@ -32,7 +32,7 @@
#define RASTERIZER_EFFECTS_RD_H
#include "core/math/camera_matrix.h"
-#include "render_pipeline_vertex_format_cache_rd.h"
+#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h"
@@ -41,7 +41,6 @@
#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
-#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
@@ -139,23 +138,6 @@ class RasterizerEffectsRD {
RID pipelines[CUBEMAP_ROUGHNESS_SOURCE_MAX];
} roughness;
- struct SkyPushConstant {
- float orientation[12];
- float proj[4];
- float multiplier;
- float alpha;
- float depth;
- float pad;
- };
-
- struct Sky {
-
- SkyPushConstant push_constant;
- SkyShaderRD shader;
- RID shader_version;
- RenderPipelineVertexFormatCacheRD pipeline;
- } sky;
-
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
@@ -422,7 +404,6 @@ public:
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
- void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler);
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
@@ -475,4 +456,4 @@ public:
~RasterizerEffectsRD();
};
-#endif // EFFECTS_RD_H
+#endif // !RASTERIZER_EFFECTS_RD_H