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			397 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  environment.h                                                        */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef ENVIRONMENT_H
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#define ENVIRONMENT_H
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#include "resource.h"
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#include "scene/resources/sky_box.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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class Environment : public Resource {
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	GDCLASS(Environment, Resource);
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public:
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	enum BGMode {
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		BG_CLEAR_COLOR,
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		BG_COLOR,
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		BG_SKY,
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		BG_COLOR_SKY,
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		BG_CANVAS,
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		BG_KEEP,
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		BG_MAX
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	};
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	enum ToneMapper {
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		TONE_MAPPER_LINEAR,
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		TONE_MAPPER_REINHARDT,
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		TONE_MAPPER_FILMIC,
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		TONE_MAPPER_ACES
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	};
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	enum GlowBlendMode {
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		GLOW_BLEND_MODE_ADDITIVE,
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		GLOW_BLEND_MODE_SCREEN,
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		GLOW_BLEND_MODE_SOFTLIGHT,
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		GLOW_BLEND_MODE_REPLACE,
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	};
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	enum DOFBlurQuality {
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		DOF_BLUR_QUALITY_LOW,
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		DOF_BLUR_QUALITY_MEDIUM,
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		DOF_BLUR_QUALITY_HIGH,
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	};
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	enum SSAOBlur {
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		SSAO_BLUR_DISABLED,
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		SSAO_BLUR_1x1,
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		SSAO_BLUR_2x2,
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		SSAO_BLUR_3x3
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	};
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	enum SSAOQuality {
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		SSAO_QUALITY_LOW,
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		SSAO_QUALITY_MEDIUM,
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		SSAO_QUALITY_HIGH
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	};
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private:
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	RID environment;
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	BGMode bg_mode;
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	Ref<Sky> bg_sky;
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	float bg_sky_custom_fov;
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	Color bg_color;
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	float bg_energy;
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	int bg_canvas_max_layer;
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	Color ambient_color;
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	float ambient_energy;
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	float ambient_sky_contribution;
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	ToneMapper tone_mapper;
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	float tonemap_exposure;
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	float tonemap_white;
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	bool tonemap_auto_exposure;
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	float tonemap_auto_exposure_max;
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	float tonemap_auto_exposure_min;
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	float tonemap_auto_exposure_speed;
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	float tonemap_auto_exposure_grey;
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	bool adjustment_enabled;
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	float adjustment_contrast;
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	float adjustment_saturation;
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	float adjustment_brightness;
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	Ref<Texture> adjustment_color_correction;
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	bool ssr_enabled;
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	int ssr_max_steps;
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	float ssr_fade_in;
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	float ssr_fade_out;
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	float ssr_depth_tolerance;
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	bool ssr_roughness;
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	bool ssao_enabled;
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	float ssao_radius;
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	float ssao_intensity;
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	float ssao_radius2;
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	float ssao_intensity2;
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	float ssao_bias;
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	float ssao_direct_light_affect;
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	Color ssao_color;
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	SSAOBlur ssao_blur;
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	float ssao_edge_sharpness;
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	SSAOQuality ssao_quality;
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	bool glow_enabled;
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	int glow_levels;
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	float glow_intensity;
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	float glow_strength;
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	float glow_bloom;
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	GlowBlendMode glow_blend_mode;
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	float glow_hdr_bleed_threshold;
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	float glow_hdr_bleed_scale;
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	bool glow_bicubic_upscale;
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	bool dof_blur_far_enabled;
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	float dof_blur_far_distance;
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	float dof_blur_far_transition;
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	float dof_blur_far_amount;
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	DOFBlurQuality dof_blur_far_quality;
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	bool dof_blur_near_enabled;
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	float dof_blur_near_distance;
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	float dof_blur_near_transition;
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	float dof_blur_near_amount;
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	DOFBlurQuality dof_blur_near_quality;
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	bool fog_enabled;
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	Color fog_color;
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	Color fog_sun_color;
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	float fog_sun_amount;
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	bool fog_depth_enabled;
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	float fog_depth_begin;
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	float fog_depth_curve;
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	bool fog_transmit_enabled;
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	float fog_transmit_curve;
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	bool fog_height_enabled;
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	float fog_height_min;
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	float fog_height_max;
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	float fog_height_curve;
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protected:
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	static void _bind_methods();
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	virtual void _validate_property(PropertyInfo &property) const;
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public:
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	void set_background(BGMode p_bg);
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	void set_sky(const Ref<Sky> &p_sky);
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	void set_sky_custom_fov(float p_scale);
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	void set_bg_color(const Color &p_color);
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	void set_bg_energy(float p_energy);
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	void set_canvas_max_layer(int p_max_layer);
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	void set_ambient_light_color(const Color &p_color);
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	void set_ambient_light_energy(float p_energy);
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	void set_ambient_light_sky_contribution(float p_energy);
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	BGMode get_background() const;
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	Ref<Sky> get_sky() const;
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	float get_sky_custom_fov() const;
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	Color get_bg_color() const;
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	float get_bg_energy() const;
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	int get_canvas_max_layer() const;
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	Color get_ambient_light_color() const;
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	float get_ambient_light_energy() const;
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	float get_ambient_light_sky_contribution() const;
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	void set_tonemapper(ToneMapper p_tone_mapper);
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	ToneMapper get_tonemapper() const;
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	void set_tonemap_exposure(float p_exposure);
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	float get_tonemap_exposure() const;
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	void set_tonemap_white(float p_white);
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	float get_tonemap_white() const;
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	void set_tonemap_auto_exposure(bool p_enabled);
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	bool get_tonemap_auto_exposure() const;
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	void set_tonemap_auto_exposure_max(float p_auto_exposure_max);
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	float get_tonemap_auto_exposure_max() const;
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	void set_tonemap_auto_exposure_min(float p_auto_exposure_min);
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	float get_tonemap_auto_exposure_min() const;
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	void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
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	float get_tonemap_auto_exposure_speed() const;
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	void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
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	float get_tonemap_auto_exposure_grey() const;
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	void set_adjustment_enable(bool p_enable);
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	bool is_adjustment_enabled() const;
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	void set_adjustment_brightness(float p_brightness);
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	float get_adjustment_brightness() const;
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	void set_adjustment_contrast(float p_contrast);
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	float get_adjustment_contrast() const;
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	void set_adjustment_saturation(float p_saturation);
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	float get_adjustment_saturation() const;
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	void set_adjustment_color_correction(const Ref<Texture> &p_ramp);
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	Ref<Texture> get_adjustment_color_correction() const;
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	void set_ssr_enabled(bool p_enable);
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	bool is_ssr_enabled() const;
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	void set_ssr_max_steps(int p_steps);
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	int get_ssr_max_steps() const;
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	void set_ssr_fade_in(float p_fade_in);
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	float get_ssr_fade_in() const;
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	void set_ssr_fade_out(float p_fade_out);
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	float get_ssr_fade_out() const;
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	void set_ssr_depth_tolerance(float p_depth_tolerance);
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	float get_ssr_depth_tolerance() const;
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	void set_ssr_rough(bool p_enable);
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	bool is_ssr_rough() const;
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	void set_ssao_enabled(bool p_enable);
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	bool is_ssao_enabled() const;
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	void set_ssao_radius(float p_radius);
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	float get_ssao_radius() const;
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	void set_ssao_intensity(float p_intensity);
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	float get_ssao_intensity() const;
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	void set_ssao_radius2(float p_radius);
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	float get_ssao_radius2() const;
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	void set_ssao_intensity2(float p_intensity);
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	float get_ssao_intensity2() const;
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	void set_ssao_bias(float p_bias);
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	float get_ssao_bias() const;
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	void set_ssao_direct_light_affect(float p_direct_light_affect);
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	float get_ssao_direct_light_affect() const;
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	void set_ssao_color(const Color &p_color);
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	Color get_ssao_color() const;
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	void set_ssao_blur(SSAOBlur p_blur);
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	SSAOBlur get_ssao_blur() const;
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	void set_ssao_quality(SSAOQuality p_quality);
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	SSAOQuality get_ssao_quality() const;
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	void set_ssao_edge_sharpness(float p_edge_sharpness);
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	float get_ssao_edge_sharpness() const;
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	void set_glow_enabled(bool p_enabled);
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	bool is_glow_enabled() const;
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	void set_glow_level(int p_level, bool p_enabled);
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	bool is_glow_level_enabled(int p_level) const;
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	void set_glow_intensity(float p_intensity);
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	float get_glow_intensity() const;
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	void set_glow_strength(float p_strength);
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	float get_glow_strength() const;
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	void set_glow_bloom(float p_threshold);
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	float get_glow_bloom() const;
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	void set_glow_blend_mode(GlowBlendMode p_mode);
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	GlowBlendMode get_glow_blend_mode() const;
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	void set_glow_hdr_bleed_threshold(float p_threshold);
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	float get_glow_hdr_bleed_threshold() const;
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	void set_glow_hdr_bleed_scale(float p_scale);
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	float get_glow_hdr_bleed_scale() const;
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	void set_glow_bicubic_upscale(bool p_enable);
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	bool is_glow_bicubic_upscale_enabled() const;
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	void set_dof_blur_far_enabled(bool p_enable);
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	bool is_dof_blur_far_enabled() const;
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	void set_dof_blur_far_distance(float p_distance);
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	float get_dof_blur_far_distance() const;
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	void set_dof_blur_far_transition(float p_distance);
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	float get_dof_blur_far_transition() const;
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	void set_dof_blur_far_amount(float p_amount);
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	float get_dof_blur_far_amount() const;
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	void set_dof_blur_far_quality(DOFBlurQuality p_quality);
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	DOFBlurQuality get_dof_blur_far_quality() const;
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	void set_dof_blur_near_enabled(bool p_enable);
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	bool is_dof_blur_near_enabled() const;
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	void set_dof_blur_near_distance(float p_distance);
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	float get_dof_blur_near_distance() const;
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	void set_dof_blur_near_transition(float p_distance);
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	float get_dof_blur_near_transition() const;
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	void set_dof_blur_near_amount(float p_amount);
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	float get_dof_blur_near_amount() const;
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	void set_dof_blur_near_quality(DOFBlurQuality p_quality);
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	DOFBlurQuality get_dof_blur_near_quality() const;
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	void set_fog_enabled(bool p_enabled);
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	bool is_fog_enabled() const;
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	void set_fog_color(const Color &p_color);
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	Color get_fog_color() const;
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	void set_fog_sun_color(const Color &p_color);
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	Color get_fog_sun_color() const;
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	void set_fog_sun_amount(float p_amount);
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	float get_fog_sun_amount() const;
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	void set_fog_depth_enabled(bool p_enabled);
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	bool is_fog_depth_enabled() const;
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	void set_fog_depth_begin(float p_distance);
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	float get_fog_depth_begin() const;
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	void set_fog_depth_curve(float p_curve);
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	float get_fog_depth_curve() const;
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	void set_fog_transmit_enabled(bool p_enabled);
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	bool is_fog_transmit_enabled() const;
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	void set_fog_transmit_curve(float p_curve);
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	float get_fog_transmit_curve() const;
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	void set_fog_height_enabled(bool p_enabled);
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	bool is_fog_height_enabled() const;
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	void set_fog_height_min(float p_distance);
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	float get_fog_height_min() const;
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	void set_fog_height_max(float p_distance);
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	float get_fog_height_max() const;
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	void set_fog_height_curve(float p_distance);
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	float get_fog_height_curve() const;
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	virtual RID get_rid() const;
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	Environment();
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	~Environment();
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};
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VARIANT_ENUM_CAST(Environment::BGMode)
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VARIANT_ENUM_CAST(Environment::ToneMapper)
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VARIANT_ENUM_CAST(Environment::GlowBlendMode)
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VARIANT_ENUM_CAST(Environment::DOFBlurQuality)
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VARIANT_ENUM_CAST(Environment::SSAOQuality)
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VARIANT_ENUM_CAST(Environment::SSAOBlur)
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#endif // ENVIRONMENT_H
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