|
@@ -436,6 +436,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
|
|
float m_bloom_strength;
|
|
|
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
|
|
|
float m_bloom_radius;
|
|
|
+ float m_saturation;
|
|
|
+ CachedPixelShaderSetting<float> m_saturation_pixel;
|
|
|
|
|
|
public:
|
|
|
void onSettingsChange(const std::string &name)
|
|
@@ -450,6 +452,8 @@ public:
|
|
|
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
|
|
|
if (name == "bloom_radius")
|
|
|
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
|
|
|
+ if (name == "saturation")
|
|
|
+ m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
|
|
|
}
|
|
|
|
|
|
static void settingsCallback(const std::string &name, void *userdata)
|
|
@@ -484,19 +488,22 @@ public:
|
|
|
m_exposure_factor_pixel("exposureFactor"),
|
|
|
m_bloom_intensity_pixel("bloomIntensity"),
|
|
|
m_bloom_strength_pixel("bloomStrength"),
|
|
|
- m_bloom_radius_pixel("bloomRadius")
|
|
|
+ m_bloom_radius_pixel("bloomRadius"),
|
|
|
+ m_saturation_pixel("saturation")
|
|
|
{
|
|
|
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
|
|
|
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
|
|
|
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
|
|
|
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
|
|
|
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
|
|
|
+ g_settings->registerChangedCallback("saturation", settingsCallback, this);
|
|
|
m_fog_enabled = g_settings->getBool("enable_fog");
|
|
|
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
|
|
|
m_bloom_enabled = g_settings->getBool("enable_bloom");
|
|
|
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
|
|
|
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
|
|
|
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
|
|
|
+ m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
|
|
|
}
|
|
|
|
|
|
~GameGlobalShaderConstantSetter()
|
|
@@ -584,6 +591,7 @@ public:
|
|
|
m_bloom_radius_pixel.set(&m_bloom_radius, services);
|
|
|
m_bloom_strength_pixel.set(&m_bloom_strength, services);
|
|
|
}
|
|
|
+ m_saturation_pixel.set(&m_saturation, services);
|
|
|
}
|
|
|
|
|
|
void onSetMaterial(const video::SMaterial &material)
|