" gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
"#endif\n"
"\n"
+"#ifdef USEPOSTPROCESSING\n"
+"// add your own postprocessing here or make your own ifdef for it\n"
+"#endif\n"
+"\n"
"}\n"
"# endif\n"
"\n"
SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
SHADERPERMUTATION_GAMMA = 1<<11, // gamma (postprocessing only)
- SHADERPERMUTATION_LIMIT = 1<<12, // size of permutations array
- SHADERPERMUTATION_COUNT = 12 // size of shaderpermutationinfo array
+ SHADERPERMUTATION_POSTPROCESSING = 1<<12, // gamma (postprocessing only)
+ SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
+ SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
}
shaderpermutation_t;
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
{"#define USEGAMMA\n", " gamma"},
+ {"#define USEPOSTPROCESSING\n", " postprocessing"},
};
// this enum is multiplied by SHADERPERMUTATION_MODEBASE
(r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0);
if(r_glsl_postprocess.value)
- permutation |=
- (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0)
+ permutation |= SHADERPERMUTATION_POSTPROCESSING
+ | (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0)
| (r_glsl_postprocess_gamma.value != 1 ? SHADERPERMUTATION_GAMMA : 0);
if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)