float aoFF(const SFVEC2I &aShaderPos, const SFVEC3F &ddiff, const SFVEC3F &cnorm, const float aShadowAtSamplePos, const float aShadowAtCenterPos, int c1, int c2) const
SFVEC3F giColorCurveShade(const SFVEC4F &aColor) const
float giFF(const SFVEC2I &aShaderPos, const SFVEC3F &ddiff, const SFVEC3F &cnorm, const float aShadow, int c1, int c2) const
SFVEC4F ApplyShadeColor(const SFVEC2I &aShaderPos, const SFVEC4F &aInputColor, const SFVEC3F &aShadeColor) const override
Apply the final color process using a previous stage color.
float ec_depth(const SFVEC2F &tc) const
SFVEC3F posFromDepth(const SFVEC2F &coord) const
void SetShadedBuffer(SFVEC3F *aShadedBuffer)
SFVEC3F Shade(const SFVEC2I &aShaderPos) const override
void SetShadowsEnabled(bool aIsShadowsEnabled)
SFVEC3F giColorCurve(const SFVEC3F &aColor) const
Apply a curve transformation to the original color.
SFVEC3F Blur(const SFVEC2I &aShaderPos) const
A base class to create post shaders.