@@ -879,6 +879,7 @@ int shaders::create_resources()
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color_effect->add_uniform (" Scale" , uniform::UT_VEC3, uniform::CU_COLOR_SCALE);
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color_effect->add_uniform (" Saturation" , uniform::UT_FLOAT, uniform::CU_COLOR_SATURATION);
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color_effect->add_uniform (" SourceDims" , uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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+ color_effect->add_uniform (" LutEnable" , uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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deconverge_effect->add_uniform (" ConvergeX" , uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_X);
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deconverge_effect->add_uniform (" ConvergeY" , uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_Y);
@@ -932,17 +933,13 @@ int shaders::create_resources()
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prescale_point_effect->add_uniform (" SourceDims" , uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
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- default_effect->add_uniform (" LutEnable" , uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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- default_effect->add_uniform (" UiLutEnable" , uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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-
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ui_effect->add_uniform (" LutEnable" , uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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ui_effect->add_uniform (" UiLutEnable" , uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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ui_wrap_effect->add_uniform (" LutEnable" , uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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ui_wrap_effect->add_uniform (" UiLutEnable" , uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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vector_buffer_effect->add_uniform (" LutEnable" , uniform::UT_BOOL, uniform::CU_LUT_ENABLE);
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- vector_buffer_effect->add_uniform (" UiLutEnable" , uniform::UT_BOOL, uniform::CU_UI_LUT_ENABLE);
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return 0 ;
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}
@@ -1159,6 +1156,8 @@ int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, pol
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uint32_t tint = (uint32_t )poly->tint ();
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float prim_tint[3 ] = { ((tint >> 16 ) & 0xff ) / 255 .0f , ((tint >> 8 ) & 0xff ) / 255 .0f , (tint & 0xff ) / 255 .0f };
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curr_effect->set_vector (" PrimTint" , 3 , prim_tint);
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+ curr_effect->set_texture (" LutTexture" , !lut_texture ? nullptr : lut_texture->get_finaltex ());
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+ curr_effect->set_bool (" UiLutEnable" , false );
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next_index = rt->next_index (next_index);
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blit (rt->source_surface [next_index].Get (), false , D3DPT_TRIANGLELIST, 0 , 2 );
@@ -1467,6 +1466,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
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curr_effect->set_texture (" Diffuse" , rt->target_texture [next_index].Get ());
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curr_effect->set_texture (" LutTexture" , !lut_texture ? nullptr : lut_texture->get_finaltex ());
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+ curr_effect->set_bool (" UiLutEnable" , false );
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// we need to clear the vector render target here
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next_index = rt->next_index (next_index);
@@ -1486,7 +1486,9 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
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curr_effect->update_uniforms ();
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curr_effect->set_texture (" Diffuse" , rt->target_texture [next_index].Get ());
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- curr_effect->set_texture (" LutTexture" , !lut_texture ? nullptr : lut_texture->get_finaltex ());
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+ curr_effect->set_texture (" LutTexture" , nullptr );
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+ curr_effect->set_bool (" LutEnable" , false );
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+ curr_effect->set_bool (" UiLutEnable" , false );
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blit (backbuffer.Get (), false , poly->type (), vertnum, poly->count ());
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