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authorlhofhansl <larsh@apache.org>2022-11-18 11:49:52 -0800
committerGitHub <noreply@github.com>2022-11-18 11:49:52 -0800
commit7bf64fc61a6094733f9a9a9401d6f03a8f10edeb (patch)
tree97bb227395eeb012a7b40dd2e5cf8a2a6c5c72c5
parentdac05a500ecf32385a63a03ab8a34b568c63b884 (diff)
downloadminetest-7bf64fc61a6094733f9a9a9401d6f03a8f10edeb.tar.xz
Add configurable saturation (#12865)
* Add configurable saturation Co-authored-by: Pevernow <3450354617@qq.com> Co-authored-by: x2048 <codeforsmile@gmail.com> Author: Lars <larsh@apache.org>
-rw-r--r--builtin/settingtypes.txt9
-rw-r--r--client/shaders/second_stage/opengl_fragment.glsl10
-rw-r--r--src/client/game.cpp10
-rw-r--r--src/defaultsettings.cpp1
4 files changed, 29 insertions, 1 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index cb6fee79d..845564264 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -366,6 +366,15 @@ enable_shaders (Shaders) bool true
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
+# Adjust the saturation (or vividness) of the scene
+# Values
+# < 1.0 decrease saturation
+# > 1.0 increase saturation
+# 1.0 = unchanged saturation
+# 0.0 = black and white
+# (Tone mapping needs to be enabled.)
+saturation (Saturation) float 1.0 0.0 5.0
+
[**Waving Nodes]
# Set to true to enable waving leaves.
diff --git a/client/shaders/second_stage/opengl_fragment.glsl b/client/shaders/second_stage/opengl_fragment.glsl
index b7f79084a..09b49ef0e 100644
--- a/client/shaders/second_stage/opengl_fragment.glsl
+++ b/client/shaders/second_stage/opengl_fragment.glsl
@@ -5,6 +5,7 @@ uniform sampler2D rendered;
uniform sampler2D bloom;
uniform mediump float exposureFactor;
uniform lowp float bloomIntensity;
+uniform lowp float saturation;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
@@ -57,6 +58,14 @@ vec4 applyToneMapping(vec4 color)
color.rgb *= whiteScale;
return color;
}
+
+vec3 applySaturation(vec3 color, float factor)
+{
+ // Calculate the perceived luminosity from the RGB color.
+ // See also: https://www.w3.org/WAI/GL/wiki/Relative_luminance
+ float brightness = dot(color, vec3(0.2125, 0.7154, 0.0721));
+ return mix(vec3(brightness), color, factor);
+}
#endif
void main(void)
@@ -85,6 +94,7 @@ void main(void)
{
#if ENABLE_TONE_MAPPING
color = applyToneMapping(color);
+ color.rgb = applySaturation(color.rgb, saturation);
#endif
}
diff --git a/src/client/game.cpp b/src/client/game.cpp
index fd6a11563..360ce4f8c 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -436,6 +436,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
+ float m_saturation;
+ CachedPixelShaderSetting<float> m_saturation_pixel;
public:
void onSettingsChange(const std::string &name)
@@ -450,6 +452,8 @@ public:
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius")
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
+ if (name == "saturation")
+ m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
static void settingsCallback(const std::string &name, void *userdata)
@@ -484,19 +488,22 @@ public:
m_exposure_factor_pixel("exposureFactor"),
m_bloom_intensity_pixel("bloomIntensity"),
m_bloom_strength_pixel("bloomStrength"),
- m_bloom_radius_pixel("bloomRadius")
+ m_bloom_radius_pixel("bloomRadius"),
+ m_saturation_pixel("saturation")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
+ g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
+ m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
~GameGlobalShaderConstantSetter()
@@ -584,6 +591,7 @@ public:
m_bloom_radius_pixel.set(&m_bloom_radius, services);
m_bloom_strength_pixel.set(&m_bloom_strength, services);
}
+ m_saturation_pixel.set(&m_saturation, services);
}
void onSetMaterial(const video::SMaterial &material)
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index fb1130caa..697af42cf 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -276,6 +276,7 @@ void set_default_settings()
settings->setDefault("bloom_strength_factor", "1.0");
settings->setDefault("bloom_intensity", "0.05");
settings->setDefault("bloom_radius", "1");
+ settings->setDefault("saturation", "1.0");
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");