Expose sharpen
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66041ba142
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6574745791
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@ -35,10 +35,7 @@ uniform vec3 eyeLook;
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uniform float aspectRatio;
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#endif
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#ifdef _CFXAA
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uniform vec2 texStep;
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#endif
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#ifdef _CDOF // TODO: redefinition
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#ifdef _CTexStep
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uniform vec2 texStep;
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#endif
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@ -245,8 +242,7 @@ void main() {
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vec3 col3 = texture(tex, texCo + vec2(-texStep.x, texStep.y) * 1.5).rgb;
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vec3 col4 = texture(tex, texCo + vec2(texStep.x, texStep.y) * 1.5).rgb;
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vec3 colavg = (col1 + col2 + col3 + col4) * 0.25;
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// const float sharpness = 0.5;
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fragColor.rgb += (fragColor.rgb - colavg) * sharpness;
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fragColor.rgb += (fragColor.rgb - colavg) * compoSharpenStrength;
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#endif
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#ifdef _CFog
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@ -46,16 +46,12 @@
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"name": "time",
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"link": "_time",
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"ifdef": ["_CGrain"]
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},
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},
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{
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"name": "texStep",
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"link": "_screenSizeInv",
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"ifdef": ["_CFXAA", "_CDOF"]
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"ifdef": ["_CTexStep"]
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},
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{
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"name": "dynamicScale",
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"link": "_dynamicScale",
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@ -168,6 +168,8 @@ def build():
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wrd.compo_defs += '_CLetterbox'
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if wrd.arm_grain:
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wrd.compo_defs += '_CGrain'
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if wrd.arm_sharpen:
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wrd.compo_defs += '_CSharpen'
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if bpy.data.scenes[0].cycles.film_exposure != 1.0:
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wrd.compo_defs += '_CExposure'
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if wrd.arm_fog:
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@ -191,6 +193,8 @@ def build():
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if wrd.arm_lut_texture != '':
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wrd.compo_defs += '_CLUT'
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assets.add_embedded_data('luttexture.jpg')
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if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs:
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wrd.compo_defs += '_CTexStep'
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assets.add_shader_pass('compositor_pass')
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else:
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assets.add_shader_pass('copy_pass')
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@ -318,6 +318,8 @@ def init_properties():
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bpy.types.World.arm_letterbox_size = FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_grain = BoolProperty(name="Film Grain", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_grain_strength = FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_sharpen = BoolProperty(name="Sharpen", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_sharpen_strength = FloatProperty(name="Strength", default=0.25, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_fog = BoolProperty(name="Volumetric Fog", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_fog_color = FloatVectorProperty(name="Color", size=3, subtype='COLOR', default=[0.5, 0.6, 0.7], min=0, max=1, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_fog_amounta = FloatProperty(name="Amount A", default=0.25, update=assets.invalidate_shader_cache)
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@ -1138,6 +1138,8 @@ class ArmRenderPropsPanel(bpy.types.Panel):
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layout.prop(wrd, 'arm_letterbox_size')
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layout.prop(wrd, 'arm_grain')
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layout.prop(wrd, 'arm_grain_strength')
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layout.prop(wrd, 'arm_sharpen')
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layout.prop(wrd, 'arm_sharpen_strength')
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layout.prop(wrd, 'arm_fog')
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layout.prop(wrd, 'arm_fog_color')
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row = layout.row()
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@ -536,6 +536,11 @@ const int volumSteps = """ + str(wrd.arm_volumetric_light_steps) + """;
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if wrd.arm_grain:
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f.write(
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"""const float compoGrainStrength = """ + str(round(wrd.arm_grain_strength * 100) / 100) + """;
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""")
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if wrd.arm_sharpen:
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f.write(
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"""const float compoSharpenStrength = """ + str(round(wrd.arm_sharpen_strength * 100) / 100) + """;
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""")
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if bpy.data.scenes[0].cycles.film_exposure != 1.0:
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