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Add a white balance to the tonemapping
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@@ -461,6 +461,9 @@ struct global_settings {
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bool gfx_postfx_bloom { true }; // glow around bright parts of the image
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float gfx_postfx_bloom_intensity { 0.04f }; // share of the blurred image in the result
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float gfx_postfx_bloom_threshold { 0.f }; // luminance below which nothing glows, 0 = everything contributes
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bool gfx_postfx_whitebalance { true }; // white balance of the camera, applied to the image before the tonemapping
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float gfx_postfx_whitebalance_temperature { 7500.f }; // colour temperature of the light taken as white, K; 6500 = none, more = warmer image
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float gfx_postfx_whitebalance_tint { 0.f }; // -1..1, shift off the daylight locus: + magenta image, - green image
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// screen space ambient occlusion of the opengl 4.6 renderer, applied to the image (debug window "Sky and exposure").
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// 0 off, 1 the older ssao, 2 ground truth ambient occlusion; when 0 at the start the targets are not made at all
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int gfx_postfx_ao { 2 };
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@@ -617,7 +620,7 @@ struct global_settings {
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bool ConfigParseHardware(cParser& Parser, const std::string& token);
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bool ConfigParseDebug(cParser& Parser, const std::string& token);
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bool ConfigParse_gfx( cParser &parser, std::string_view const Token );
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// sky light and exposure switches of the opengl 4.6 renderer (gfx.ambient.*, gfx.envmap.ggx, gfx.atmosphere*, gfx.postfx.autoexposure*, gfx.postfx.bloom*, gfx.postfx.ao*)
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// sky light and exposure switches of the opengl 4.6 renderer (gfx.ambient.*, gfx.envmap.ggx, gfx.atmosphere*, gfx.postfx.autoexposure*, gfx.postfx.bloom*, gfx.postfx.whitebalance*, gfx.postfx.ao*)
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bool ConfigParse_gfx_sky( cParser &parser, std::string_view const Token );
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// sends basic content of the class in legacy (text) format to provided stream
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void
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