feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
Closes review finding F4 (docs/research/2026-08-22-campaign-ar-review.md): retail's main-world colour, sun rays and volumetric shafts are all gamma-encoded display-space values (the 2013 client has no linear lighting pipeline), but bloom thresholding, ACES (Narkowicz fit), Rec.709 luma saturation, the contrast pivot and the vignette were all operating directly on those gamma values, then writing the result to the UNORM swapchain without re-encoding. - atmospheric_common.glsl gains acdreamDecodeDisplay/acdreamEncodeDisplay (pow(c, 2.2) / pow(c, 1/2.2)). 2.2 is the retail-era CRT/early-LCD display-gamma assumption, deliberately not the sRGB piecewise curve, which would claim a precision retail's authoring pipeline never had. uAtmosphereSunColor's comment is corrected from "authored linear rgb" to "authored display-space rgb (retail has no linear pipeline)". - atmospheric_bloom_downsample.frag, atmospheric_filmic.frag (both the fused-Low and non-fused paths) decode every world/ray/volumetric read before summing/thresholding; atmospheric_bloom_blur.frag is unchanged (it already reads the now-linear bloom buffer); atmospheric_sun_rays.frag and atmospheric_volumetric.frag are documented as writing display-space colour that the consumers decode. - The contrast pivot moves from 0.5 (a gamma-space midpoint) to 0.18 (linear mid-grey, the standard 18%-grey-card exposure convention). The final filmic output is clamped in linear, then re-encoded before the UNORM write. - Bloom threshold/knee are re-derived for linear light: the pre-VM3 gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft range of [0.55, 1.0] in gamma. Decoding both ends with the same 2.2 assumption gives decode(1.0) = 1.0 (threshold unchanged) and decode(0.55) = 0.55^2.2 ~= 0.27, so linear knee = 1.0 - 0.27 ~= 0.73. Replaced the inline 0.45f literals with named constants BloomThresholdLinear = 1f / BloomKneeLinear = 0.73f on AtmosphericPostProcessGraph. bloom-strength's 0.65 default is untouched. - Exposure stays at its accepted 0.80 default: in linear, encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, reproducing the same accepted midtone the old gamma-space pipeline produced as 0.51 for the same 0.46 input (0.46 * 0.80 fed straight into acesFitted, no decode/encode). Highlights now retain more (gamma 0.9 input moves from ~0.74 to ~0.85 through the full pipeline) and blacks deepen slightly (gamma 0.1 moves from ~0.09 to ~0.05) — the owner's visual gate judges. - Added AtmosphericColorPipeline, a CPU mirror of the GLSL decode/encode/ ACES/grade/filmic math (line-for-line, with a header comment requiring it stay mirrored), and AtmosphericColorPipelineTests: neutral-preset identity within half an 8-bit step for a 0..255 grey sweep (proving the neutral preset is numerically the pack-off image), decode/encode round-trip within 1e-6, monotonic-in-exposure, the pinned midtone/ highlight/shadow numbers above, and the bloom-knee derivation. - Added a shader-source pinning test so a future edit cannot silently drop the colour-space conversions: atmospheric_filmic.frag must contain exactly one acdreamEncodeDisplay( call in main()'s output, atmospheric_bloom_downsample.frag must contain at least three acdreamDecodeDisplay( calls. - Regenerated SPIR-V (tools/compile-shaders.ps1, glslc from the installed Vulkan SDK). Only atmospheric_bloom_downsample.frag.spv and atmospheric_filmic.frag.spv changed in bytes; every other pack shader that includes atmospheric_common.glsl recompiled to a byte-identical binary (the new decode/encode helpers are unreferenced dead code for them). VulkanShaderManifestTests' retail-oracle SHA-256 set (mesh_modern, terrain_modern, mesh_detail, etc.) is untouched and still passes — the retail default path did not change. - Docs: noted the linear-light move in the AR plan's Slice 1 section, and added a "Colour space" section to the render-pack ABI doc (docs/render-packs/semantic-bindings-v1.md) naming which inputs are display-space and pointing at atmospheric_common.glsl as the reference implementation. No ABI version bump — the binding layout is unchanged. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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16 changed files with 410 additions and 24 deletions
103
src/AcDream.App/Rendering/Packs/AtmosphericColorPipeline.cs
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103
src/AcDream.App/Rendering/Packs/AtmosphericColorPipeline.cs
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@ -0,0 +1,103 @@
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using System.Numerics;
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namespace AcDream.App.Rendering.Packs;
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/// <summary>
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/// CPU-side mirror of the linear-light colour math added by Campaign VM VM3:
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/// <c>acdreamDecodeDisplay</c>/<c>acdreamEncodeDisplay</c> in
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/// <c>atmospheric_common.glsl</c>, and the exposure -> ACES -> grade ->
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/// vignette chain in <c>atmospheric_filmic.frag</c>'s <c>main()</c>.
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///
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/// <para>The GLSL is the source of truth for what actually renders — this
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/// class exists only so the neutral-preset identity and the accepted
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/// midtone/knee derivations can be pinned by fast CPU tests
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/// (<c>AtmosphericColorPipelineTests</c>) instead of a GPU capture. Any
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/// change to the mirrored GLSL functions — the 2.2 display-gamma exponent,
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/// the ACES fitted curve constants, the Rec.709 luma weights, the 0.18
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/// linear-mid-grey contrast pivot, or the exposure/mix/grade/vignette order —
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/// MUST be mirrored here in the same commit, or this class silently stops
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/// proving what the shader does.</para>
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/// </summary>
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internal static class AtmosphericColorPipeline
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{
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/// <summary>
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/// 2.2 is the retail-era display-gamma assumption (the 2013 client was
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/// authored for CRT/early-LCD gamma 2.2, not the sRGB piecewise curve,
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/// which would claim a precision the source never had). See
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/// atmospheric_common.glsl.
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/// </summary>
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internal const float DisplayGamma = 2.2f;
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/// <summary>
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/// Linear mid-grey contrast pivot (the standard 18%-grey-card exposure
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/// convention). See the <c>LinearMidGrey</c> constant in
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/// atmospheric_filmic.frag.
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/// </summary>
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internal const float LinearMidGrey = 0.18f;
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private static readonly Vector3 Rec709Luma = new(0.2126f, 0.7152f, 0.0722f);
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/// <summary>Mirrors <c>acdreamDecodeDisplay</c>: display-space to linear light.</summary>
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internal static Vector3 Decode(Vector3 c) =>
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Pow(Vector3.Max(c, Vector3.Zero), DisplayGamma);
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/// <summary>Mirrors <c>acdreamEncodeDisplay</c>: linear light to display-space.</summary>
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internal static Vector3 Encode(Vector3 c) =>
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Pow(Vector3.Max(c, Vector3.Zero), 1f / DisplayGamma);
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/// <summary>Mirrors <c>acesFitted</c> (Narkowicz fit) in atmospheric_filmic.frag.</summary>
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internal static Vector3 AcesFitted(Vector3 value)
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{
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const float a = 2.51f;
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const float b = 0.03f;
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const float c = 2.43f;
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const float d = 0.59f;
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const float e = 0.14f;
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Vector3 numerator = value * (a * value + new Vector3(b));
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Vector3 denominator = value * (c * value + new Vector3(d)) + new Vector3(e);
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return Vector3.Clamp(numerator / denominator, Vector3.Zero, Vector3.One);
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}
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/// <summary>
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/// Mirrors the saturation (Rec.709 luma mix) and contrast (0.18 linear
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/// pivot) steps in atmospheric_filmic.frag's <c>main()</c>.
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/// </summary>
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internal static Vector3 Grade(Vector3 color, float saturation, float contrast)
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{
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float luminance = Vector3.Dot(color, Rec709Luma);
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color = Vector3.Lerp(new Vector3(luminance), color, saturation);
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return (color - new Vector3(LinearMidGrey)) * contrast + new Vector3(LinearMidGrey);
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}
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/// <summary>
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/// Mirrors atmospheric_filmic.frag's <c>main()</c> from the exposure
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/// multiply through the vignette multiply and the final clamp — i.e.
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/// everything downstream of decode and everything upstream of encode.
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/// <paramref name="vignetteFactor"/> is the already-resolved per-pixel
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/// multiplier <c>mix(1.0, vignette, clamp(vignetteStrength, 0, 1))</c>;
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/// pass 1.0 for "no vignetting" (screen centre, or vignette strength 0).
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/// </summary>
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internal static Vector3 Filmic(
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Vector3 hdr,
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float exposure,
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float filmicStrength,
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float saturation,
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float contrast,
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float vignetteFactor)
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{
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Vector3 exposed = Vector3.Max(hdr * exposure, Vector3.Zero);
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Vector3 linearClamped = Vector3.Clamp(exposed, Vector3.Zero, Vector3.One);
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Vector3 color = Vector3.Lerp(
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linearClamped,
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AcesFitted(exposed),
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Math.Clamp(filmicStrength, 0f, 1f));
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color = Grade(color, saturation, contrast);
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color *= vignetteFactor;
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return Vector3.Clamp(color, Vector3.Zero, Vector3.One);
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}
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private static Vector3 Pow(Vector3 value, float exponent) => new(
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MathF.Pow(value.X, exponent),
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MathF.Pow(value.Y, exponent),
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MathF.Pow(value.Z, exponent));
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}
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@ -129,6 +129,18 @@ internal sealed class AtmosphericPostProcessGraph :
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private bool _renderedFrame;
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private bool _disposed;
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// Campaign VM VM3: bloom threshold/knee, re-derived for the linear-light
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// post stack (see atmospheric_common.glsl's acdreamDecodeDisplay). The
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// pre-VM3 gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft
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// bloom range of [0.55, 1.0] in gamma-encoded display values. Decoding
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// both ends with the same 2.2 assumption gives the equivalent linear
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// range: decode(1.0) = 1.0 (threshold is unchanged — 1.0 is a fixed
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// point of pow(x, 2.2)), decode(0.55) = 0.55^2.2 ~= 0.27, so the linear
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// knee is threshold - lowerBound = 1.0 - 0.27 ~= 0.73. Same set of
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// pixels blooms; the math now runs in the space ACES/luma assume.
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internal const float BloomThresholdLinear = 1f;
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internal const float BloomKneeLinear = 0.73f;
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internal AtmosphericPostProcessGraph(
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IGpuDevice device,
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RenderPackDescriptor descriptor,
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@ -609,8 +621,8 @@ internal sealed class AtmosphericPostProcessGraph :
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targets.SunRaysSlot,
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AtmosphericPackPassUniforms.From(new Vector4(
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_settings.BloomStrength,
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1f,
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0.45f,
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BloomThresholdLinear,
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BloomKneeLinear,
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volumetric.HasTexture ? 1f : 0f)),
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frameBlock,
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settingsBlock,
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@ -666,8 +678,8 @@ internal sealed class AtmosphericPostProcessGraph :
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_fuseLowPostProcess
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? new Vector4(
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_settings.BloomStrength,
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1f,
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0.45f,
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BloomThresholdLinear,
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BloomKneeLinear,
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volumetric.HasTexture ? 1f : 0f)
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: Vector4.Zero,
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_fuseLowPostProcess
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@ -251,6 +251,17 @@ internal static class BuiltInAtmosphericRenderPack
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0.65, 0, 2, 0.05),
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Float("filmic-strength", "Filmic tonemap strength", RenderSettingSemantic.FilmicStrength,
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1.0, 0, 1, 0.05),
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// Campaign VM VM3: exposure 0.80 is unchanged by the linear-light post
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// stack move. Before VM3, exposure multiplied gamma-encoded values
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// directly; after VM3 it multiplies decoded linear light instead, but
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// the accepted midtone survives the swap almost exactly:
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// encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, matching the old
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// gamma-space pipeline's 0.51 for the same 0.46 mid-grey input (see
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// AtmosphericColorPipelineTests for the pinned numbers). Two visible
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// side effects the owner's visual gate judges: highlights now retain
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// more (a gamma 0.9 input moves from ~0.74 to ~0.85 through the full
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// exposure/ACES pipeline) and blacks deepen slightly (gamma 0.1 moves
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// from ~0.09 to ~0.05).
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Float("exposure", "Exposure", RenderSettingSemantic.Exposure,
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0.80, 0.25, 4, 0.05),
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Float("grade-saturation", "Colour saturation", RenderSettingSemantic.GradeSaturation,
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@ -7,6 +7,9 @@ layout(location = 0) out vec4 oColor;
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void main()
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{
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// Campaign VM VM3: uTextureIndexA is the bloom buffer written by
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// atmospheric_bloom_downsample.frag, already decoded to linear light —
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// this separable Gaussian pass only filters it, so no decode/encode here.
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vec2 stepUv = uPackParams0.xy;
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vec3 value = ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).rgb * 0.227027;
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value += ACDREAM_SAMPLE_2D(uTextureIndexA, vUv + stepUv * 1.384615).rgb * 0.316216;
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@ -7,10 +7,14 @@ layout(location = 0) out vec4 oColor;
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void main()
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{
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vec3 scene = ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).rgb
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+ ACDREAM_SAMPLE_2D(uTextureIndexB, vUv).rgb;
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// Campaign VM VM3: A (world colour) and B (sun rays) are retail's
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// gamma-encoded display-space output; C (volumetric shafts) is the same.
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// Decode each to linear light before summing so the threshold/knee below
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// — and the bloom buffer this pass writes — operate in linear light.
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vec3 scene = acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).rgb)
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+ acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexB, vUv).rgb);
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if (uPackParams0.w > 0.5)
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scene += ACDREAM_SAMPLE_2D(uTextureIndexC, vUv).rgb;
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scene += acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexC, vUv).rgb);
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float brightness = dot(scene, vec3(0.2126, 0.7152, 0.0722));
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float threshold = uPackParams0.y;
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float knee = max(uPackParams0.z, 0.0001);
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@ -7,7 +7,7 @@
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// reserved for directional-shadow data in directional_shadow_common.glsl.
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layout(std140, ACDREAM_PACK_UBO_SET binding = 5) uniform AtmosphericFrame {
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vec4 uAtmosphereSunScreen; // 0: uv.xy, ray strength, elevation degrees
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vec4 uAtmosphereSunColor; // 16: authored linear rgb, policy multiplier
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vec4 uAtmosphereSunColor; // 16: authored display-space rgb (retail has no linear pipeline), policy multiplier
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vec4 uAtmosphereViewport; // 32: width, height, reciprocal width/height
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vec4 uAtmosphereWeather; // 48: kind, intensity, delta seconds, outdoor
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vec4 uAtmosphereSunDirection; // 64: surface-to-sun xyz, authored brightness
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@ -31,4 +31,23 @@ layout(std140, ACDREAM_PACK_UBO_SET binding = 8) uniform PackSettings {
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vec4 uPackSettings[16]; // 64 declaration-order scalar setting slots
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};
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// Campaign VM VM3 (2026-08-22): the main-world intermediate holds retail's
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// fixed-function output verbatim, which retail authored (and displayed) as
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// gamma-encoded colour — the 2013 client has no linear lighting pipeline.
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// Every post-process value read from that intermediate (world colour, sun
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// rays, volumetric shafts, bloom) must be decoded to linear light before any
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// linear-space math (thresholding, ACES, luma, contrast) and re-encoded
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// before it reaches the UNORM swapchain. 2.2 is the retail-era CRT/early-LCD
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// display-gamma assumption; it is deliberately NOT the sRGB piecewise curve,
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// which would claim a precision retail's authoring pipeline never had.
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vec3 acdreamDecodeDisplay(vec3 c)
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{
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return pow(max(c, vec3(0.0)), vec3(2.2));
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}
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vec3 acdreamEncodeDisplay(vec3 c)
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{
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return pow(max(c, vec3(0.0)), vec3(1.0 / 2.2));
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}
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#endif
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@ -22,10 +22,14 @@ vec3 sampleBloom(vec2 uv)
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vec3 lowFusedScene(vec2 uv)
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{
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vec3 scene = ACDREAM_SAMPLE_2D(uTextureIndexA, uv).rgb
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+ ACDREAM_SAMPLE_2D(uTextureIndexB, uv).rgb;
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// Campaign VM VM3: A (world colour), B (sun rays) and C (volumetric
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// shafts) are retail's gamma-encoded display-space output. Decode each
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// to linear light before summing, so the fused bloom extraction below
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// (which reads this same sum) also runs in linear.
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vec3 scene = acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexA, uv).rgb)
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+ acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexB, uv).rgb);
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if (uPackParams2.w > 0.5)
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scene += ACDREAM_SAMPLE_2D(uTextureIndexC, uv).rgb;
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scene += acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexC, uv).rgb);
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return scene;
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}
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hdr = scene + lowFusedBloom(scene);
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}
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else {
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hdr = ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).rgb
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// Campaign VM VM3: A (world colour) and C (sun rays) are retail's
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// gamma-encoded display-space output; sampleBloom's B is already
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// linear (decoded in atmospheric_bloom_downsample.frag), and D
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// (volumetric shafts) is display-space like the world buffer.
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hdr = acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexA, vUv).rgb)
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+ sampleBloom(vUv)
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+ ACDREAM_SAMPLE_2D(uTextureIndexC, vUv).rgb;
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+ acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexC, vUv).rgb);
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if (uPackParams1.y > 0.5)
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hdr += ACDREAM_SAMPLE_2D(uTextureIndexD, vUv).rgb;
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hdr += acdreamDecodeDisplay(ACDREAM_SAMPLE_2D(uTextureIndexD, vUv).rgb);
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}
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vec3 exposed = max(hdr * uPackParams0.x, vec3(0.0));
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vec3 linearClamped = clamp(exposed, 0.0, 1.0);
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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color = mix(vec3(luminance), color, uPackParams0.y);
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color = (color - 0.5) * uPackParams0.z + 0.5;
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// 0.18 is linear mid-grey (the standard 18%-grey-card exposure
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// convention; retail's old 0.5 pivot was the gamma-encoded value for
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// this same grey, pow(0.18, 1/2.2) ~= 0.459, rounded up for a stronger
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// gamma-space contrast feel). Contrast now pivots around the correct
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// linear grey point.
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const float LinearMidGrey = 0.18;
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color = (color - LinearMidGrey) * uPackParams0.z + LinearMidGrey;
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vec2 centered = vUv * 2.0 - 1.0;
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float vignette = smoothstep(1.25, 0.25, dot(centered, centered));
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color *= mix(1.0, vignette, clamp(uPackParams0.w, 0.0, 1.0));
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oColor = vec4(clamp(color, 0.0, 1.0), 1.0);
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// Campaign VM VM3: clamp in linear light, then re-encode for the UNORM
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// swapchain — the counterpart of the acdreamDecodeDisplay() calls above.
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oColor = vec4(acdreamEncodeDisplay(clamp(color, 0.0, 1.0)), 1.0);
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}
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sum += mask * illumination;
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illumination *= decay;
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}
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// Campaign VM VM3: uAtmosphereSunColor is authored display-space rgb; this
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// pass writes a display-space colour, and the filmic/bloom consumers
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// decode it consistently with the world buffer.
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vec3 rays = uAtmosphereSunColor.rgb * (sum * weight / float(SampleCount));
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oColor = vec4(rays, 1.0);
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}
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@ -70,6 +70,9 @@ void main()
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float integrated = lit / float(steps);
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float extinction = 1.0 - exp(-uPackParams0.x * length(sceneWorld - nearWorld));
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// Campaign VM VM3: uAtmosphereSunColor is authored display-space rgb; this
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// pass writes a display-space colour, and the filmic/bloom consumers
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// decode it consistently with the world buffer.
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vec3 color = uAtmosphereSunColor.rgb
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* (integrated * extinction * uPackParams0.y);
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oColor = vec4(max(color, vec3(0.0)), 1.0);
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@ -12,7 +12,7 @@
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},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "4b22872f61b462cdbc82d4af38c7693212bc7446c7c68faa32dd5585b08c43ae",
|
||||
"sourceSha256": "de77256a5edde4f50c0d50544cb7e15e7d6b618636f2c529750b20e7a779cf65",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
@ -28,7 +28,7 @@
|
|||
},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "a01f09dfcc62acc5376f6e61be6aa2e8c5b0506550c0fa318f4434cbf3e6a17a",
|
||||
"sourceSha256": "f8f21269fdf4d994844a747842d68bbda5afcddb5dccccdcec11563450edba52",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
@ -44,7 +44,7 @@
|
|||
},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "240d2fe5e13e3850ceb79f178f1c248c71875fdc1973ff8cab1c274660ebbc4b",
|
||||
"sourceSha256": "a08a297de0736e1798b7ea492c26de0fbdc509759a0423ae76260ac0c7d4a9ee",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
@ -60,7 +60,7 @@
|
|||
},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "bfbc8c508b21dec84b21b2760877bfcb736c4f233e8557f6d1f8b83600683d5e",
|
||||
"sourceSha256": "45d02b356ada9fb15052290188d0de85e666de94f7bec7dc34c4e405b31401ef",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
@ -76,7 +76,7 @@
|
|||
},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "13875d9f6fd28f1049d1f94741db13086f72cc7170659eb73c369b4c99b00a4f",
|
||||
"sourceSha256": "9765a397328fe9a002a825ae806fcd1651645458e2909dc9ff96a1759c4690d9",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
@ -92,7 +92,7 @@
|
|||
},
|
||||
{
|
||||
"stage": "frag",
|
||||
"sourceSha256": "0195fa5fdfb3850e090bed6f144981d454edfed526b79efe8dd5300b610b2f0f",
|
||||
"sourceSha256": "93aeef7ce7555c9c184ee8d7e419c207b2fbed4d877788f016faf19832816b0d",
|
||||
"compiled": true
|
||||
}
|
||||
]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue