Imported existing code
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272
indra/llrender/llpostprocess.h
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272
indra/llrender/llpostprocess.h
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/**
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* @file llpostprocess.h
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* @brief LLPostProcess class definition
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_POSTPROCESS_H
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#define LL_POSTPROCESS_H
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#include <map>
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#include <fstream>
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#include "llgl.h"
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#include "llglheaders.h"
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class LLPostProcess
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{
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public:
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typedef enum _QuadType {
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QUAD_NORMAL,
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QUAD_NOISE,
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QUAD_BLOOM_EXTRACT,
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QUAD_BLOOM_COMBINE
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} QuadType;
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/// GLSL Shader Encapsulation Struct
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typedef std::map<const char *, GLuint> glslUniforms;
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struct PostProcessTweaks : public LLSD {
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inline PostProcessTweaks() : LLSD(LLSD::emptyMap())
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{
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}
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inline LLSD & brightMult() {
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return (*this)["brightness_multiplier"];
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}
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inline LLSD & noiseStrength() {
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return (*this)["noise_strength"];
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}
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inline LLSD & noiseSize() {
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return (*this)["noise_size"];
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}
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inline LLSD & extractLow() {
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return (*this)["extract_low"];
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}
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inline LLSD & extractHigh() {
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return (*this)["extract_high"];
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}
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inline LLSD & bloomWidth() {
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return (*this)["bloom_width"];
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}
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inline LLSD & bloomStrength() {
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return (*this)["bloom_strength"];
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}
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inline LLSD & brightness() {
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return (*this)["brightness"];
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}
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inline LLSD & contrast() {
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return (*this)["contrast"];
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}
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inline LLSD & contrastBaseR() {
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return (*this)["contrast_base"][0];
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}
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inline LLSD & contrastBaseG() {
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return (*this)["contrast_base"][1];
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}
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inline LLSD & contrastBaseB() {
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return (*this)["contrast_base"][2];
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}
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inline LLSD & contrastBaseIntensity() {
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return (*this)["contrast_base"][3];
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}
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inline LLSD & saturation() {
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return (*this)["saturation"];
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}
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inline LLSD & useNightVisionShader() {
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return (*this)["enable_night_vision"];
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}
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inline LLSD & useBloomShader() {
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return (*this)["enable_bloom"];
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}
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inline LLSD & useColorFilter() {
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return (*this)["enable_color_filter"];
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}
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inline F32 getBrightMult() const {
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return F32((*this)["brightness_multiplier"].asReal());
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}
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inline F32 getNoiseStrength() const {
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return F32((*this)["noise_strength"].asReal());
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}
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inline F32 getNoiseSize() const {
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return F32((*this)["noise_size"].asReal());
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}
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inline F32 getExtractLow() const {
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return F32((*this)["extract_low"].asReal());
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}
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inline F32 getExtractHigh() const {
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return F32((*this)["extract_high"].asReal());
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}
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inline F32 getBloomWidth() const {
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return F32((*this)["bloom_width"].asReal());
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}
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inline F32 getBloomStrength() const {
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return F32((*this)["bloom_strength"].asReal());
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}
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inline F32 getBrightness() const {
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return F32((*this)["brightness"].asReal());
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}
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inline F32 getContrast() const {
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return F32((*this)["contrast"].asReal());
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}
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inline F32 getContrastBaseR() const {
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return F32((*this)["contrast_base"][0].asReal());
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}
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inline F32 getContrastBaseG() const {
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return F32((*this)["contrast_base"][1].asReal());
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}
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inline F32 getContrastBaseB() const {
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return F32((*this)["contrast_base"][2].asReal());
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}
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inline F32 getContrastBaseIntensity() const {
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return F32((*this)["contrast_base"][3].asReal());
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}
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inline F32 getSaturation() const {
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return F32((*this)["saturation"].asReal());
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}
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};
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bool initialized;
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PostProcessTweaks tweaks;
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// the map of all availible effects
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LLSD mAllEffects;
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private:
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LLPointer<LLImageGL> mSceneRenderTexture ;
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LLPointer<LLImageGL> mNoiseTexture ;
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LLPointer<LLImageGL> mTempBloomTexture ;
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public:
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LLPostProcess(void);
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~LLPostProcess(void);
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void apply(unsigned int width, unsigned int height);
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void invalidate() ;
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/// Perform global initialization for this class.
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static void initClass(void);
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// Cleanup of global data that's only inited once per class.
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static void cleanupClass();
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void setSelectedEffect(std::string const & effectName);
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inline std::string const & getSelectedEffect(void) const {
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return mSelectedEffectName;
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}
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void saveEffect(std::string const & effectName);
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private:
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/// read in from file
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std::string mShaderErrorString;
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unsigned int screenW;
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unsigned int screenH;
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float noiseTextureScale;
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/// Shader Uniforms
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glslUniforms nightVisionUniforms;
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glslUniforms bloomExtractUniforms;
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glslUniforms bloomBlurUniforms;
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glslUniforms colorFilterUniforms;
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// the name of currently selected effect in mAllEffects
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// invariant: tweaks == mAllEffects[mSelectedEffectName]
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std::string mSelectedEffectName;
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/// General functions
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void initialize(unsigned int width, unsigned int height);
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void doEffects(void);
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void applyShaders(void);
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bool shadersEnabled(void);
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/// Night Vision Functions
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void createNightVisionShader(void);
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void applyNightVisionShader(void);
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/// Bloom Functions
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void createBloomShader(void);
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void applyBloomShader(void);
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/// Color Filter Functions
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void createColorFilterShader(void);
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void applyColorFilterShader(void);
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/// OpenGL Helper Functions
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void getShaderUniforms(glslUniforms & uniforms, GLhandleARB & prog);
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void createTexture(LLPointer<LLImageGL>& texture, unsigned int width, unsigned int height);
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void copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height);
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void createNoiseTexture(LLPointer<LLImageGL>& texture);
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bool checkError(void);
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void checkShaderError(GLhandleARB shader);
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void drawOrthoQuad(unsigned int width, unsigned int height, QuadType type);
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void viewOrthogonal(unsigned int width, unsigned int height);
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void changeOrthogonal(unsigned int width, unsigned int height);
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void viewPerspective(void);
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};
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extern LLPostProcess * gPostProcess;
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#endif // LL_POSTPROCESS_H
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