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RXP

Enhanced Rendering (for free) and Post Processsing

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This is what i have added into tonemap.glslUntitled.png


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No don't work , now i am getting legacy.glsl error.


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did you add the #endif?

 

Im using 11.20.


|   Dave   |    I've been around for most of my life.

There's always a sunset happening somewhere in the world that somebody is enjoying.

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3 minutes ago, sightseer said:

did you add the #endif?

don't forget this one, like I said: 3 lines to edit


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oops


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Colors do seem to be more deeper , i have now added the warmth lines gotta try it.

Can we increase the gamma ? 

 


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I like it , wondering if it does cause some fps loss ? i need to try this in linux XP because Windows AMD Drivers are terrible.

Did notice something weird with the water but i need to recheck it.


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1 hour ago, HumptyDumpty said:

wondering if it does cause some fps loss

it causes none, because it is only changing the existing shader parameters to different values! The only extra processing is when you also use any 'PostProcessXXXX' function, which are way marginally impacting anything at all.


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Must be the stupid Windows 10 Latest update along with the stupid amd opengl  windows drivers. 

But overall it looks excellent.

Just need some gamma adjustment.


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Me-109_G10_XP11_1.pngMe-109_G10_XP11_2.png

Above Africa 


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No fps deficit under linux 


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@RXP

I find the colors a bit too strong. is that due to the warmth ?

 


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Thanks for working this out! Is there a way to add sharpening to the PP pipeline with this technique, or do I have to stay with Reshade for that purpose?

I only need Reshade for contrast boost and sharpening, and it would be nice to have one thing less running with X-Plane.

Edited by mgeiss

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@HumptyDumpty warmth post processing is a cross-talk filter between reg, green and blue which balances the color differently than stock, with a stronger emphasis on 'blue'.

NB: I find your screenshots way too blue though, compared to what I get on NVidia.

Actually you can see this easily in the code, which uses a matrix to modify each RGB component:

    const mat3x3 warmth = mat3x3(
        vec3( 1.10,-0.10,-0.10),
        vec3(-0.10, 1.15,-0.10),
        vec3(-0.10,-0.10, 1.20));

You can change these value to adjust the levels differently, or keep the same colour balance has the stock X-Plane renderer, but 'boosting' a little bit in using PostProcessSaturation (or PostProcessVibrancy) instead:

    //rgb = PostProcessWarmth(rgb);
    //rgb = PostProcessSaturation(rgb, 1.15);
    rgb = PostProcessVibrancy(rgb, 1.1);

The default values above boost saturation by 15% or vibrancy by 10%.

@mgeiss yes we could also add a 'sharpen' shader in the pack as the necessary information is already available, but this is not offered in the code I've published in this discussion. The same with 'god rays' and similar effects.

Edited by RXP

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