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authorx2048 <codeforsmile@gmail.com>2023-01-06 22:33:25 +0100
committerGitHub <noreply@github.com>2023-01-06 22:33:25 +0100
commit6d45c243f85942b20dab58753e735ec89a68f710 (patch)
treebfe6207d73d1b111af82ea9e5794bdaac4ce26e3 /doc/lua_api.txt
parent2715cc8bf68a2cc8cd583cd5b0bb732ee13a1b49 (diff)
downloadminetest-6d45c243f85942b20dab58753e735ec89a68f710.tar.xz
Add dynamic exposure correction (#12959)
* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
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@@ -7472,6 +7472,15 @@ child will follow movement and rotation of that bone.
* `shadows` is a table that controls ambient shadows
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
+ * `exposure` is a table that controls automatic exposure.
+ The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
+ * `luminance_min` set the lower luminance boundary to use in the calculation
+ * `luminance_max` set the upper luminance boundary to use in the calculation
+ * `exposure_correction` correct observed exposure by the given EV value
+ * `speed_dark_bright` set the speed of adapting to bright light
+ * `speed_bright_dark` set the speed of adapting to dark scene
+ * `center_weight_power` set the power factor for center-weighted luminance measurement
+
* `get_lighting()`: returns the current state of lighting for the player.
* Result is a table with the same fields as `light_definition` in `set_lighting`.
* `respawn()`: Respawns the player using the same mechanism as the death screen,