mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-14 20:44:05 +09:00
postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way
dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
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@@ -236,7 +236,7 @@ object Terrarum : Screen {
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lateinit var shaderBlur: ShaderProgram
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lateinit var shaderBayer: ShaderProgram
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lateinit var shaderBayerSkyboxFill: ShaderProgram
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lateinit var shaderSkyboxFill: ShaderProgram
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lateinit var shaderBlendGlow: ShaderProgram
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lateinit var shaderRGBOnly: ShaderProgram
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lateinit var shaderAtoGrey: ShaderProgram
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@@ -384,14 +384,27 @@ object Terrarum : Screen {
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ShaderProgram.pedantic = false
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shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
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shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
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shaderBayer.begin()
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shaderBayer.setUniformf("rcount", 16f)
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shaderBayer.setUniformf("gcount", 16f)
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shaderBayer.setUniformf("bcount", 16f)
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shaderBayer.end()
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shaderBayerSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag"))
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if (getConfigBoolean("fxdither")) {
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shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
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shaderBayer.begin()
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shaderBayer.setUniformf("rcount", 64f)
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shaderBayer.setUniformf("gcount", 64f)
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shaderBayer.setUniformf("bcount", 64f)
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shaderBayer.end()
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shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer_skyboxfill.frag"))
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shaderSkyboxFill.begin()
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shaderSkyboxFill.setUniformf("rcount", 64f)
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shaderSkyboxFill.setUniformf("gcount", 64f)
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shaderSkyboxFill.setUniformf("bcount", 64f)
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shaderSkyboxFill.end()
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}
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else {
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shaderBayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/passthru.frag"))
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shaderSkyboxFill = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/skyboxfill.frag"))
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}
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shaderBlendGlow = ShaderProgram(Gdx.files.internal("assets/blendGlow.vert"), Gdx.files.internal("assets/blendGlow.frag"))
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@@ -405,14 +418,16 @@ object Terrarum : Screen {
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}
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if (!shaderBayer.isCompiled) {
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Gdx.app.log("shaderBayer", shaderBayer.log)
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System.exit(1)
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}
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if (getConfigBoolean("fxdither")) {
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if (!shaderBayer.isCompiled) {
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Gdx.app.log("shaderBayer", shaderBayer.log)
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System.exit(1)
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}
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if (!shaderBayerSkyboxFill.isCompiled) {
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Gdx.app.log("shaderBayerSkyboxFill", shaderBayerSkyboxFill.log)
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System.exit(1)
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if (!shaderSkyboxFill.isCompiled) {
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Gdx.app.log("shaderSkyboxFill", shaderSkyboxFill.log)
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System.exit(1)
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}
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}
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@@ -479,7 +494,7 @@ object Terrarum : Screen {
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shaderBayer.dispose()
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shaderBayerSkyboxFill.dispose()
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shaderSkyboxFill.dispose()
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shaderBlur.dispose()
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shaderBlendGlow.dispose()
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