forked from Mirrorlandia_minetest/minetest
Add configurable saturation (#12865)
* Add configurable saturation Co-authored-by: Pevernow <3450354617@qq.com> Co-authored-by: x2048 <codeforsmile@gmail.com> Author: Lars <larsh@apache.org>
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@ -366,6 +366,15 @@ enable_shaders (Shaders) bool true
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# enhanced, highlights and shadows are gradually compressed.
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tone_mapping (Filmic tone mapping) bool false
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# Adjust the saturation (or vividness) of the scene
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# Values
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# < 1.0 decrease saturation
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# > 1.0 increase saturation
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# 1.0 = unchanged saturation
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# 0.0 = black and white
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# (Tone mapping needs to be enabled.)
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saturation (Saturation) float 1.0 0.0 5.0
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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@ -5,6 +5,7 @@ uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform mediump float exposureFactor;
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uniform lowp float bloomIntensity;
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uniform lowp float saturation;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -57,6 +58,14 @@ vec4 applyToneMapping(vec4 color)
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color.rgb *= whiteScale;
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return color;
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}
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vec3 applySaturation(vec3 color, float factor)
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{
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// Calculate the perceived luminosity from the RGB color.
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// See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
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float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
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return mix(vec3(brightness), color, factor);
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}
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#endif
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void main(void)
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@ -85,6 +94,7 @@ void main(void)
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{
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#if ENABLE_TONE_MAPPING
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color = applyToneMapping(color);
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color.rgb = applySaturation(color.rgb, saturation);
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#endif
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}
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@ -436,6 +436,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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float m_bloom_strength;
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CachedPixelShaderSetting<float> m_bloom_radius_pixel;
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float m_bloom_radius;
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float m_saturation;
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CachedPixelShaderSetting<float> m_saturation_pixel;
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public:
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void onSettingsChange(const std::string &name)
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@ -450,6 +452,8 @@ public:
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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if (name == "bloom_radius")
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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if (name == "saturation")
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m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
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}
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static void settingsCallback(const std::string &name, void *userdata)
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@ -484,19 +488,22 @@ public:
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m_exposure_factor_pixel("exposureFactor"),
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m_bloom_intensity_pixel("bloomIntensity"),
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m_bloom_strength_pixel("bloomStrength"),
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m_bloom_radius_pixel("bloomRadius")
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m_bloom_radius_pixel("bloomRadius"),
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m_saturation_pixel("saturation")
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
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g_settings->registerChangedCallback("saturation", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
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}
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~GameGlobalShaderConstantSetter()
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@ -584,6 +591,7 @@ public:
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m_bloom_radius_pixel.set(&m_bloom_radius, services);
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m_bloom_strength_pixel.set(&m_bloom_strength, services);
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}
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m_saturation_pixel.set(&m_saturation, services);
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}
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void onSetMaterial(const video::SMaterial &material)
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@ -276,6 +276,7 @@ void set_default_settings()
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settings->setDefault("bloom_strength_factor", "1.0");
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settings->setDefault("bloom_intensity", "0.05");
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settings->setDefault("bloom_radius", "1");
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settings->setDefault("saturation", "1.0");
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// Effects Shadows
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settings->setDefault("enable_dynamic_shadows", "false");
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