fix post procressing with transparent bg
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7618fb4569
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a1029890b4
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@ -2699,9 +2699,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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//no post process on small, transparent or render targets without an env
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bool use_post_process = env && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
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//no post process on small or render targets without an env
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bool use_post_process = env && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
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use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
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if (env) {
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@ -250,7 +250,7 @@ void main() {
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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vec4 k_accum = vec4(0.0);
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -267,14 +267,16 @@ void main() {
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#endif
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float tap_amount = int_ofs == 0 ? 1.0 : smoothstep(dof_begin, dof_end, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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tap_amount *= tap_k;
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0) * tap_k;
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
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k_accum += w;
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color_accum += tap_color * w;
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}
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if (k_accum > 0.0) {
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if (k_accum.r > 0.0) {
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color_accum /= k_accum;
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}
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@ -287,6 +289,7 @@ void main() {
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -296,6 +299,7 @@ void main() {
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture2DLod(source_color, tap_uv, 0.0);
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float w = tap_color.a;
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float tap_depth = texture2D(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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@ -315,9 +319,14 @@ void main() {
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max_accum = max(max_accum, tap_amount * ofs_influence);
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k_accum += w;
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tap_color.rgb *= w;
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color_accum += tap_color * tap_k;
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}
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if (k_accum > 0.0) {
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color_accum.rgb /= k_accum / dof_kernel_size;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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gl_FragColor = color_accum;
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@ -180,13 +180,13 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
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#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2DLod(m_tex, m_uv, float(m_lod))
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#endif //GL_EXT_gpu_shader4
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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color = max((color + glow) - (color * glow), vec3(0.0));
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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@ -198,7 +198,17 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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color.rgb += glow;
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#endif
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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if (color.a == 0.0)
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color.rgb = vec3(0.0);
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else if (color.a < 1.0)
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color.rgb /= color.a;
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#endif
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return color;
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@ -330,7 +340,7 @@ void main() {
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#endif //USE_MULTI_TEXTURE_GLOW
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glow *= glow_intensity;
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color.rgb = apply_glow(color.rgb, glow);
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color = apply_glow(color, glow);
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#endif
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// Additional effects
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@ -3517,7 +3517,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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if ((!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
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if ((!env || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) && !storage->frame.current_rt->use_fxaa && !storage->frame.current_rt->use_debanding && storage->frame.current_rt->sharpen_intensity < 0.001) { //no post process on small render targets
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//no environment or transparent render, simply return and convert to SRGB
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if (storage->frame.current_rt->external.fbo != 0) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
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@ -201,7 +201,7 @@ void main() {
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#endif
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float amount = smoothstep(dof_begin, dof_end, depth);
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float k_accum = 0.0;
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vec4 k_accum = vec4(0.0);
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -218,14 +218,16 @@ void main() {
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#endif
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float tap_amount = mix(smoothstep(dof_begin, dof_end, tap_depth), 1.0, int_ofs == 0);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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tap_amount *= tap_k;
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0) * tap_k;
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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vec4 w = vec4(tap_amount) * vec4(vec3(tap_color.a), 1.0);
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k_accum += w;
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color_accum += tap_color * w;
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}
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if (k_accum > 0.0) {
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if (k_accum.r > 0.0) {
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color_accum /= k_accum;
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}
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@ -238,6 +240,7 @@ void main() {
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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@ -247,6 +250,7 @@ void main() {
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float tap_k = dof_kernel[i];
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vec4 tap_color = textureLod(source_color, tap_uv, 0.0);
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float w = tap_color.a;
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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@ -266,9 +270,14 @@ void main() {
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max_accum = max(max_accum, tap_amount * ofs_influence);
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k_accum += w;
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tap_color.rgb *= w;
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color_accum += tap_color * tap_k;
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}
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if (k_accum > 0.0) {
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color_accum.rgb /= k_accum / dof_kernel_size;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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#ifdef DOF_NEAR_BLUR_MERGE
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@ -264,20 +264,20 @@ vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
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return glow;
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}
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vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
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vec4 apply_glow(vec4 color, vec3 glow) { // apply glow using the selected blending mode
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#ifdef USE_GLOW_REPLACE
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color = glow;
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color.rgb = glow;
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#endif
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#ifdef USE_GLOW_SCREEN
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0f));
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color = max((color + glow) - (color * glow), vec3(0.0));
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color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0f));
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color.rgb = max((color.rgb + glow) - (color.rgb * glow), vec3(0.0));
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#endif
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#ifdef USE_GLOW_SOFTLIGHT
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//need color clamping
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color = clamp(color, vec3(0.0f), vec3(1.0));
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color.rgb = clamp(color.rgb, vec3(0.0f), vec3(1.0));
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glow = glow * vec3(0.5f) + vec3(0.5f);
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color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
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@ -286,7 +286,17 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
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#endif
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#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) // no other selected -> additive
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color += glow;
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color.rgb += glow;
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#endif
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#ifndef USE_GLOW_SOFTLIGHT // softlight has no effect on black color
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// compute the alpha from glow
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float a = max(max(glow.r, glow.g), glow.b);
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color.a = a + color.a * (1 - a);
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if (color.a == 0.0)
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color.rgb = vec3(0.0);
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else if (color.a < 1.0)
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color.rgb /= color.a;
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#endif
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return color;
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@ -462,7 +472,7 @@ void main() {
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glow = clamp(glow, vec3(0.0f), vec3(1.0f));
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glow = linear_to_srgb(glow);
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color.rgb = apply_glow(color.rgb, glow);
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color = apply_glow(color, glow);
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#endif
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// Additional effects
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