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Make volumetric light effect strength server controllable
- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
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@@ -770,6 +770,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (g_settings->getBool("debanding"))
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shaders_header << "#define ENABLE_DITHERING 1\n";
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if (g_settings->getBool("enable_volumetric_lighting")) {
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shaders_header << "#define VOLUMETRIC_LIGHT 1\n";
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}
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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std::string common_header = shaders_header.str();
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