added DOF UI
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@@ -142,8 +142,8 @@ namespace Nuake
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/tonemap.shader");
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shader->Bind();
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shader->SetUniform1f("u_Exposure", scene.GetEnvironment()->Exposure);
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shader->SetUniform1f("u_Gamma", scene.GetEnvironment()->Gamma);
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shader->SetUniform1f("u_Exposure", sceneEnv->Exposure);
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shader->SetUniform1f("u_Gamma", sceneEnv->Gamma);
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shader->SetUniformTex("u_Source", finalOutput.get());
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Renderer::DrawQuad();
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}
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@@ -180,28 +180,6 @@ namespace Nuake
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framebuffer.Unbind();
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}
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static float focalDepth = 100.0f;
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static float focalLength = 16.0f;
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static float fstop = 6.0f;
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static bool autoFocus = false;
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static bool showFocus = false;
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static bool manualdof = true;
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static int samples = 3;
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static int rings = 3;
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static float ndofstart = 1.0f;
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static float ndofDist = 2.0f;
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static float fdofstart = 1.0f;
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static float fdofdist = 3.0f;
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static float coc = 0.03f;
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static float maxBlue = 1.0f;
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static float threshold = 0.7f;
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static float gain = 100.0f;
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static float biaos = 0.0f;
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static float fringe = 0.0f;
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static float nammount = 0.0001;
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static float dbsize = 1.25f;
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static float feather = 1.0f;
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mDOFBuffer->QueueResize(framebuffer.GetSize());
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mDOFBuffer->Bind();
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{
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@@ -209,27 +187,27 @@ namespace Nuake
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Shader* shader = ShaderManager::GetShader("Resources/Shaders/dof.shader");
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shader->Bind();
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shader->SetUniform1f("focalDepth", focalDepth);
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shader->SetUniform1f("focalLength", focalLength);
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shader->SetUniform1f("fstop", fstop);
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shader->SetUniform1i("showFocus", showFocus);
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shader->SetUniform1i("autofocus", autoFocus);
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shader->SetUniform1i("samples", samples);
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shader->SetUniform1i("manualdof", manualdof);
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shader->SetUniform1f("rings", rings);
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shader->SetUniform1f("ndofstart", ndofstart);
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shader->SetUniform1f("ndofdist", ndofDist);
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shader->SetUniform1f("fdofstart", fdofstart);
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shader->SetUniform1f("fdofdist", fdofdist);
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shader->SetUniform1f("CoC", coc);
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shader->SetUniform1f("maxblur", maxBlue);
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shader->SetUniform1f("threshold", threshold);
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shader->SetUniform1f("gain", gain);
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shader->SetUniform1f("bias", biaos);
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shader->SetUniform1f("fringe", fringe);
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shader->SetUniform1f("namount", nammount);
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shader->SetUniform1f("dbsize", dbsize);
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shader->SetUniform1f("feather", feather);
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shader->SetUniform1f("focalDepth", sceneEnv->DOFFocalDepth);
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shader->SetUniform1f("focalLength", sceneEnv->DOFFocalLength);
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shader->SetUniform1f("fstop", sceneEnv->DOFFstop);
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shader->SetUniform1i("showFocus", sceneEnv->DOFShowFocus);
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shader->SetUniform1i("autofocus", sceneEnv->DOFAutoFocus);
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shader->SetUniform1i("samples", sceneEnv->DOFSamples);
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shader->SetUniform1i("manualdof", sceneEnv->DOFManualFocus);
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shader->SetUniform1f("rings", sceneEnv->DOFrings);
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shader->SetUniform1f("ndofstart", sceneEnv->DOFStart);
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shader->SetUniform1f("ndofdist", sceneEnv->DOFDist);
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shader->SetUniform1f("fdofstart", sceneEnv->DOFStart);
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shader->SetUniform1f("fdofdist", sceneEnv->DOFDist);
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shader->SetUniform1f("CoC", sceneEnv->DOFCoc);
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shader->SetUniform1f("maxblur", sceneEnv->DOFMaxBlue);
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shader->SetUniform1f("threshold", sceneEnv->DOFThreshold);
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shader->SetUniform1f("gain", sceneEnv->DOFGain);
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shader->SetUniform1f("bias", sceneEnv->DOFBias);
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shader->SetUniform1f("fringe", sceneEnv->DOFFringe);
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shader->SetUniform1f("namount", sceneEnv->DOFNAmmount);
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shader->SetUniform1f("dbsize", sceneEnv->DOFDbSize);
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shader->SetUniform1f("feather", sceneEnv->DOFFeather);
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shader->SetUniform1f("u_Distortion", sceneEnv->BarrelDistortion);
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shader->SetUniform1f("height", finalOutput->GetHeight());
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shader->SetUniform1f("width", finalOutput->GetWidth());
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