@ -879,6 +879,7 @@ int shaders::create_resources()
color_effect - > add_uniform ( " Scale " , uniform : : UT_VEC3 , uniform : : CU_COLOR_SCALE ) ;
color_effect - > add_uniform ( " Saturation " , uniform : : UT_FLOAT , uniform : : CU_COLOR_SATURATION ) ;
color_effect - > add_uniform ( " SourceDims " , uniform : : UT_VEC2 , uniform : : CU_SOURCE_DIMS ) ;
color_effect - > add_uniform ( " LutEnable " , uniform : : UT_BOOL , uniform : : CU_LUT_ENABLE ) ;
deconverge_effect - > add_uniform ( " ConvergeX " , uniform : : UT_VEC3 , uniform : : CU_CONVERGE_LINEAR_X ) ;
deconverge_effect - > add_uniform ( " ConvergeY " , uniform : : UT_VEC3 , uniform : : CU_CONVERGE_LINEAR_Y ) ;
@ -932,9 +933,6 @@ int shaders::create_resources()
prescale_point_effect - > add_uniform ( " SourceDims " , uniform : : UT_VEC2 , uniform : : CU_SOURCE_DIMS ) ;
default_effect - > add_uniform ( " LutEnable " , uniform : : UT_BOOL , uniform : : CU_LUT_ENABLE ) ;
default_effect - > add_uniform ( " UiLutEnable " , uniform : : UT_BOOL , uniform : : CU_UI_LUT_ENABLE ) ;
ui_effect - > add_uniform ( " LutEnable " , uniform : : UT_BOOL , uniform : : CU_LUT_ENABLE ) ;
ui_effect - > add_uniform ( " UiLutEnable " , uniform : : UT_BOOL , uniform : : CU_UI_LUT_ENABLE ) ;
@ -942,7 +940,6 @@ int shaders::create_resources()
ui_wrap_effect - > add_uniform ( " UiLutEnable " , uniform : : UT_BOOL , uniform : : CU_UI_LUT_ENABLE ) ;
vector_buffer_effect - > add_uniform ( " LutEnable " , uniform : : UT_BOOL , uniform : : CU_LUT_ENABLE ) ;
vector_buffer_effect - > add_uniform ( " UiLutEnable " , uniform : : UT_BOOL , uniform : : CU_UI_LUT_ENABLE ) ;
return 0 ;
}
@ -1159,6 +1156,8 @@ int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, pol
uint32_t tint = ( uint32_t ) poly - > tint ( ) ;
float prim_tint [ 3 ] = { ( ( tint > > 16 ) & 0xff ) / 255.0f , ( ( tint > > 8 ) & 0xff ) / 255.0f , ( tint & 0xff ) / 255.0f } ;
curr_effect - > set_vector ( " PrimTint " , 3 , prim_tint ) ;
curr_effect - > set_texture ( " LutTexture " , ! lut_texture ? nullptr : lut_texture - > get_finaltex ( ) ) ;
curr_effect - > set_bool ( " UiLutEnable " , false ) ;
next_index = rt - > next_index ( next_index ) ;
blit ( rt - > source_surface [ next_index ] . Get ( ) , false , D3DPT_TRIANGLELIST , 0 , 2 ) ;
@ -1467,6 +1466,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in
curr_effect - > set_texture ( " Diffuse " , rt - > target_texture [ next_index ] . Get ( ) ) ;
curr_effect - > set_texture ( " LutTexture " , ! lut_texture ? nullptr : lut_texture - > get_finaltex ( ) ) ;
curr_effect - > set_bool ( " UiLutEnable " , false ) ;
// we need to clear the vector render target here
next_index = rt - > next_index ( next_index ) ;
@ -1486,7 +1486,9 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol
curr_effect - > update_uniforms ( ) ;
curr_effect - > set_texture ( " Diffuse " , rt - > target_texture [ next_index ] . Get ( ) ) ;
curr_effect - > set_texture ( " LutTexture " , ! lut_texture ? nullptr : lut_texture - > get_finaltex ( ) ) ;
curr_effect - > set_texture ( " LutTexture " , nullptr ) ;
curr_effect - > set_bool ( " LutEnable " , false ) ;
curr_effect - > set_bool ( " UiLutEnable " , false ) ;
blit ( backbuffer . Get ( ) , false , poly - > type ( ) , vertnum , poly - > count ( ) ) ;