- consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
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4722720f4b
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3d3f364874
4 changed files with 25 additions and 20 deletions
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@ -1081,3 +1081,20 @@ void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name
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offset += alignment - fieldsize;
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}
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}
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void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
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{
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exposure.Render(state, sceneWidth, sceneHeight);
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customShaders.Run(state, "beforebloom");
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bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
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}
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void Postprocess::Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
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{
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tonemap.Render(state);
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colormap.Render(state, fixedcm);
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lens.Render(state);
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fxaa.Render(state);
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customShaders.Run(state, "scene");
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}
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