DOF blur, near and far fields..
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@ -536,13 +536,22 @@ public:
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//set default SSR options
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//set default SSSSS options
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enum EnvironmentDOFBlurQuality {
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ENV_DOF_BLUR_QUALITY_LOW,
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ENV_DOF_BLUR_QUALITY_MEDIUM,
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ENV_DOF_BLUR_QUALITY_HIGH,
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};
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virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,EnvironmentDOFBlurQuality p_quality)=0;
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virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,EnvironmentDOFBlurQuality p_quality)=0;
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enum EnvironmentGlowBlendMode {
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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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virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale)=0;
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virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale)=0;
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virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
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