Added Gaussian blur post-process shader
Added ability to manually input values in post-process shader menu
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@@ -124,7 +124,10 @@ public:
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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 LLSD & useGaussBlurFilter() {
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return (*this)["enable_gauss_blur"];
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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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@@ -182,6 +185,9 @@ public:
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return F32((*this)["saturation"].asReal());
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}
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inline LLSD & getGaussBlurPasses() {
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return (*this)["gauss_blur_passes"];
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}
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};
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bool initialized;
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@@ -230,6 +236,7 @@ private:
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glslUniforms bloomExtractUniforms;
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glslUniforms bloomBlurUniforms;
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glslUniforms colorFilterUniforms;
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glslUniforms gaussBlurUniforms;
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// the name of currently selected effect in mAllEffects
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// invariant: tweaks == mAllEffects[mSelectedEffectName]
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@@ -253,10 +260,14 @@ private:
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void createColorFilterShader(void);
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void applyColorFilterShader(void);
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/// Gaussian blur Filter Functions
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void createGaussBlurShader(void);
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void applyGaussBlurShader(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 copyFrameBuffer(LLGLuint 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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