Expose vignette strength
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905f18a9a3
commit
1e5b11d0a3
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@ -110,7 +110,7 @@ vec4 LUTlookup(in vec4 textureColor, in sampler2D lookupTable) {
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}
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float vignette() {
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return 0.3 + 0.7 * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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return (1.0 - compoVignetteStrength) + compoVignetteStrength * pow(16.0 * texCoord.x * texCoord.y * (1.0 - texCoord.x) * (1.0 - texCoord.y), 0.2);
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}
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#ifdef _CGlare
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@ -485,6 +485,7 @@ class ArmRPListItem(bpy.types.PropertyGroup):
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arm_lens_texture: StringProperty(name="Lens Texture", default="")
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arm_fisheye: BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
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arm_vignette: BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
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arm_vignette_strength: FloatProperty(name="Strength", default=0.7, update=assets.invalidate_shader_cache)
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arm_lensflare: BoolProperty(name="Lens Flare", default=False, update=assets.invalidate_shader_cache)
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arm_lut_texture: StringProperty(name="LUT Texture", description="Color Grading", default="", update=assets.invalidate_shader_cache)
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arm_skin: EnumProperty(
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@ -1006,6 +1006,9 @@ class ArmRenderPathCompositorPanel(bpy.types.Panel):
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col.prop(rpdat, 'arm_sharpen_strength')
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layout.prop(rpdat, 'arm_fisheye')
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layout.prop(rpdat, 'arm_vignette')
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col = layout.column()
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col.enabled = rpdat.arm_vignette
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col.prop(rpdat, 'arm_vignette_strength')
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layout.prop(rpdat, 'arm_lensflare')
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layout.prop(rpdat, 'arm_grain')
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col = layout.column()
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@ -550,6 +550,11 @@ const int volumSteps = """ + str(rpdat.arm_volumetric_light_steps) + """;
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if rpdat.arm_grain:
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f.write(
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"""const float compoGrainStrength = """ + str(round(rpdat.arm_grain_strength * 100) / 100) + """;
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""")
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if rpdat.arm_vignette:
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f.write(
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"""const float compoVignetteStrength = """ + str(round(rpdat.arm_vignette_strength * 100) / 100) + """;
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""")
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if rpdat.arm_sharpen:
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