diff options
Diffstat (limited to 'drivers/gles3')
-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 |
3 files changed, 10 insertions, 11 deletions
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() { } - |