Post_Process :: struct { exposure : float = 0.0; @Slider,0,3,0.1; contrast : float = 1.0; @Slider,0,6,0.1; saturation : float = 1.0; @Slider,0.0,2.0,0.1; gamma : float = 2.2; @Slider,0.3,3.0,0.1; tonemap : float = 1.0; @Slider,0,1,1; ssao : float = 1.0; @Slider,0,5,0.1; ssao_size : s32 = 1; @Slider,0,5,1; dilate_separation : float = 1.0; @Slider,0,6,0.1; dilate_size : s32 = 2; @Slider,0,10,1; dilate_min : float = 0.1; @Slider,0,1,0.1; dilate_max : float = 0.3; @Slider,0,1,0.1; dof_blur_size : s32 = 2; @Slider,0,10,1; dof_min : float = 1.0; @Slider,0,10,1; dof_max : float = 3.0; @Slider,0,50,1; dof_point : float = 5.0; @Slider,0,30,1; bloom_size : s32 = 5; @Slider,0,10,1; bloom_separation : float = 3.0; @Slider,0,10,1; bloom_treshold : float = 0.4; @Slider,0,1,0.1; bloom_amount : float = 1.0; @Slider,0,5,0.1; vignette_intensity: float = 0.5; @Slider,0,1,0.1; vignette_radius: float = 0.5; @Slider,0,1,0.1; scanlines_intensity: float = 0.1; @Slider,0,1,0.1; scanlines_density: float = 1; @Slider,0,10,0.1; chromatic_aberration_intensity: float = 0.0; @Slider,0,0.05,0.001; film_grain_intensity: float = 0.0; @Slider,0,0.5,0.001; barrel_distortion_intensity: float = 0.0; @Slider,-2,2,0.1; lut_mode: s32 = 0; @Slider,0,2,1; // 0 -> no LUT, 1 -> LUT with interpolation 2 -> LUT no iterpolate } current_post_process : Post_Process; load_post_process_from_pack :: () { s := load_string_from_pack("game_core", "postprocess.json"); success, pp:= Jaison.json_parse_string(s, Post_Process,, temp); if success { current_post_process = pp; } } reset_post_process :: () { load_post_process_from_pack(); } @Command Color_LUT :: struct { name: string; image: sg_image; } LUT_list : [..]Color_LUT; LUT_name_list : [..]string; g_current_lut_texture_index : s32 = 0; add_image_to_lut_list :: (img: sg_image, name: string) { for LUT_list { if it.name == name then return; } newSheet := Color_LUT.{ name = sprint("%", name), image = img, }; array_add(*LUT_list, newSheet); array_add(*LUT_name_list, newSheet.name); }