diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/client/game.cpp | 10 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 1 |
2 files changed, 10 insertions, 1 deletions
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"); |