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Updated BBMOD to 3.21.2
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kraifpatrik committed Apr 19, 2024
1 parent 93a37a7 commit 497d809
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Showing 46 changed files with 33 additions and 24 deletions.
2 changes: 1 addition & 1 deletion extensions/BBMOD_CameraHTML5/BBMOD_CameraHTML5.yy

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2 changes: 1 addition & 1 deletion options/amazonfire/options_amazonfire.yy

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3 changes: 3 additions & 0 deletions scripts/BBMOD_ColorGradingEffect/BBMOD_ColorGradingEffect.gml
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,10 @@ function BBMOD_ColorGradingEffect(_lut=undefined)
surface_set_target(_surfaceDest);
shader_set(BBMOD_ShColorGrading);
texture_set_stage(__uLUT, LUT);
gpu_push_state();
gpu_set_tex_filter_ext(__uLUT, false);
draw_surface(_surfaceSrc, 0, 0);
gpu_pop_state();
shader_reset();
surface_reset_target();
return _surfaceDest;
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Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ function BBMOD_LensDistortionEffect(_strength=0.0, _zoom=1.0)

static draw = function (_surfaceDest, _surfaceSrc, _depth, _normals)
{
if (Strength <= 0.0)
if (Strength == 0.0)
{
return _surfaceSrc;
}
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Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,8 @@ function BBMOD_NormalDistortionEffect(_texture=pointer_null, _strength=1.0)

static draw = function (_surfaceDest, _surfaceSrc, _depth, _normals)
{
if (Texture == pointer_null)
if (Texture == pointer_null
|| Strength == 0.0)
{
return _surfaceSrc;
}
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16 changes: 13 additions & 3 deletions scripts/BBMOD_SunShaftsEffect/BBMOD_SunShaftsEffect.gml
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
/// @module PostProcessing

/// @func BBMOD_SunShaftsEffect([_lightDir[, _radius[, _color[, _blurSize[, _blurStep[, _blendMode]]]]]])
/// @func BBMOD_SunShaftsEffect([_lightDir[, _radius[, _color[, _blurSize[, _blurStep[, _blendMode[, _lensDirtStrength]]]]]]])
///
/// @extends BBMOD_PostProcessEffect
///
Expand All @@ -19,13 +19,18 @@
/// the quality. Defaults to 0.01 (high quality).0
/// @param {Constant.BlendMode} [_blendMode] The blend mode used to combine the
/// sun shafts with the scene. Good options are `bm_add` (default) and `bm_max`.
/// @param {Real} [_lensDirtStrength] Modules the strength of the lens dirt
/// effect when applied to sun shafts. Defaults to 1.
///
/// @see BBMOD_PostProcessor.LensDirtStrength
function BBMOD_SunShaftsEffect(
_lightDir=undefined,
_radius=0.1,
_color=undefined,
_blurSize=100,
_blurStep=0.01,
_blendMode=bm_add
_blendMode=bm_add,
_lensDirtStrength=1.0
) : BBMOD_PostProcessEffect() constructor
{
/// @var {Struct.BBMOD_Vec3} The direction in which the light is coming.
Expand Down Expand Up @@ -53,6 +58,11 @@ function BBMOD_SunShaftsEffect(
/// with the scene. Good options are `bm_add` (default) and `bm_max`.
BlendMode = _blendMode;

/// @var {Real} Modules the strength of the lens dirt effect when applied to
/// sun shafts. Default value is 1.
/// @see BBMOD_PostProcessor.LensDirtStrength
LensDirtStrength = _lensDirtStrength;

/// @var {Id.Surface}
/// @private
__surWork1 = -1;
Expand Down Expand Up @@ -141,7 +151,7 @@ function BBMOD_SunShaftsEffect(
texture_set_stage(__uLensDirtTex, PostProcessor.LensDirt);
var _uvs = texture_get_uvs(PostProcessor.LensDirt);
shader_set_uniform_f(__uLensDirtUVs, _uvs[0], _uvs[1], _uvs[2], _uvs[3]);
shader_set_uniform_f(__uLensDirtStrength, PostProcessor.LensDirtStrength);
shader_set_uniform_f(__uLensDirtStrength, PostProcessor.LensDirtStrength * LensDirtStrength);
draw_surface_ext(__surWork2, 0, 0, 2, 2, 0, c_white, 1.0);
shader_reset();
gpu_pop_state();
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9 changes: 2 additions & 7 deletions shaders/BBMOD_ShColorGrading/BBMOD_ShColorGrading.fsh
Original file line number Diff line number Diff line change
Expand Up @@ -40,12 +40,7 @@ vec3 ColorGrade(vec3 color, sampler2D lut)

void main()
{
vec3 color = texture2D(gm_BaseTexture, v_vTexCoord).rgb;

//#ifndef _YY_GLSLES_
// color = ColorGrade(color, u_texLUT);
//#endif

gl_FragColor.rgb = color;
vec3 color = clamp(texture2D(gm_BaseTexture, v_vTexCoord).rgb, vec3(0.0), vec3(1.0));
gl_FragColor.rgb = ColorGrade(color, u_texLUT);
gl_FragColor.a = 1.0;
}
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