From 52c9594e0c81120868bce69e57b8b7d34a901bfe Mon Sep 17 00:00:00 2001 From: WoMspace Date: Wed, 18 Jan 2023 17:36:21 +0000 Subject: [PATCH] changed defaults for this branch only fixed iris buffer thing added focus laser color (due to budder DEMANDING and threatening my family /s) oh yeah, enabled fog! --- shaders/composite2.fsh | 17 +++++++++++++++-- shaders/composite8.fsh | 6 +----- shaders/gbuffers_all_particles.vsh | 4 ++-- shaders/gbuffers_all_solid.vsh | 8 +++----- shaders/gbuffers_all_translucent.vsh | 4 ++-- shaders/lang/en_us.lang | 6 ++++++ shaders/lib/climate_settings.glsl | 4 ++-- shaders/lib/settings.glsl | 3 ++- shaders/shaders.properties | 2 +- 9 files changed, 34 insertions(+), 20 deletions(-) diff --git a/shaders/composite2.fsh b/shaders/composite2.fsh index 9e6dfc7..b4c445b 100644 --- a/shaders/composite2.fsh +++ b/shaders/composite2.fsh @@ -1231,9 +1231,22 @@ void main() { } - #ifdef DOF_JITTER - if( hideGUI < 1.0) gl_FragData[0].rgb += vec3(0,25,0) * pow( clamp( 1.0-abs(DOF_JITTER_FOCUS-abs(fragpos.z)) ,0,1),25) ; + vec3 laserColor; + #if FOCUS_LASER_COLOR == 0 // Red + laserColor = vec3(25, 0, 0); + #elif FOCUS_LASER_COLOR == 1 // Green + laserColor = vec3(0, 25, 0); + #elif FOCUS_LASER_COLOR == 2 // Blue + laserColor = vec3(0, 0, 25); + #elif FOCUS_LASER_COLOR == 3 // Pink + laserColor = vec3(25, 10, 15); + #elif FOCUS_LASER_COLOR == 4 // Yellow + laserColor = vec3(25, 25, 0); + #elif FOCUS_LASER_COLOR == 5 // White + laserColor = vec3(25); + #endif + if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(DOF_JITTER_FOCUS-abs(fragpos.z)) ,0,1),25) ; #endif diff --git a/shaders/composite8.fsh b/shaders/composite8.fsh index 27baf53..7561d5b 100644 --- a/shaders/composite8.fsh +++ b/shaders/composite8.fsh @@ -19,11 +19,7 @@ const int colortex2Format = RGBA16F; //forward + transparencies (gbuffer->com const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6->final) const int colortex4Format = RGBA16F; //light values and skyboxes (everything) -#ifdef SCREENSHOT_MODE - const int colortex5Format = RGBA32F; //TAA buffer (everything) -#else - const int colortex5Format = R11F_G11F_B10F; //TAA buffer (everything) -#endif +const int colortex5Format = RGBA32F; //TAA buffer (everything) const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final) const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4) diff --git a/shaders/gbuffers_all_particles.vsh b/shaders/gbuffers_all_particles.vsh index 4076fb2..a447be1 100644 --- a/shaders/gbuffers_all_particles.vsh +++ b/shaders/gbuffers_all_particles.vsh @@ -87,7 +87,7 @@ void main() { jitter.x *= DOF_ANAMORPHIC_RATIO; float focus = DOF_JITTER_FOCUS; - float distanceToFocus = gl_Position.z - focus; - gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2; + float focusMul = gl_Position.z - DOF_JITTER_FOCUS; + gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; #endif } diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index 6b04d46..b2c95d5 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -54,7 +54,6 @@ flat varying int lightningBolt; uniform int frameCounter; -uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; @@ -269,9 +268,8 @@ void main() { jitter = rotate(frameCounter) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; - - float focus = DOF_JITTER_FOCUS; - float distanceToFocus = gl_Position.z - focus; - gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2; + + float focusMul = gl_Position.z - DOF_JITTER_FOCUS; + gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; #endif } diff --git a/shaders/gbuffers_all_translucent.vsh b/shaders/gbuffers_all_translucent.vsh index c824696..4feabac 100644 --- a/shaders/gbuffers_all_translucent.vsh +++ b/shaders/gbuffers_all_translucent.vsh @@ -126,8 +126,8 @@ void main() { jitter.x *= DOF_ANAMORPHIC_RATIO; float focus = DOF_JITTER_FOCUS; - float distanceToFocus = gl_Position.z - focus; - gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2; + float focusMul = gl_Position.z - DOF_JITTER_FOCUS; + gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; #endif } diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 21dfa02..aa22177 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -17,6 +17,12 @@ value.DOF_QUALITY.2=Medium value.DOF_QUALITY.3=High value.DOF_QUALITY.4=Ultra option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio +value.FOCUS_LASER_COLOR.0=Red +value.FOCUS_LASER_COLOR.1=Green +value.FOCUS_LASER_COLOR.2=Blue +value.FOCUS_LASER_COLOR.3=Pink +value.FOCUS_LASER_COLOR.4=Yellow +value.FOCUS_LASER_COLOR.5=White option.AEROCHROME_MODE=Aerochrome Mode option.AEROCHROME_MODE.comment=Infrared Film. Google "Aerochrome" to get an idea of what it does. diff --git a/shaders/lib/climate_settings.glsl b/shaders/lib/climate_settings.glsl index a8ee8dd..9fece63 100644 --- a/shaders/lib/climate_settings.glsl +++ b/shaders/lib/climate_settings.glsl @@ -229,8 +229,8 @@ float day7 = clamp(clamp(Day-7, 0.0,1.0)*clamp(9-Day, 0.0,1.0),0.0,1.0); float Night = clamp((Time-13000)/2000,0,1) * clamp((23000-Time)/2000,0,1) ; // set densities. morn, noon, even, night - vec4 UniformDensity = vec4(0.0, 0.0, 0.0, 0.0); - vec4 CloudyDensity = vec4(0.0, 0.0, 0.0, 0.0); + vec4 UniformDensity = vec4(1.0, 0.5, 0.3, 1.0); + vec4 CloudyDensity = vec4(1.0, 1.0, 1.0, 1.0); #ifdef Daily_Weather DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities. diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index be91fb4..657be30 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -57,6 +57,7 @@ // #define DOF_JITTER #define DOF_JITTER_FOCUS 36.0 // [1.0 3.0 5.0 7.0 9.0 11.0 13.5 15.5 17.5 20.0 22.0 24.5 26.5 29.0 31.0 33.5 36.0 38.5 41.0 43.5 46.0 48.5 51.5 54.0 56.5 59.5 62.0 65.0 68.0 71.0 74.0 77.0 80.0 83.0 86.0 89.5 92.5 96.0 99.0 102.5 106.0 109.5 113.0 117.0 120.5 124.5 128.0 132.0 136.0 140.0 144.5 148.5 153.0 157.0 161.5 166.0 171.0 175.5 180.5 185.0 190.0 195.0 200.5 205.5 211.0 216.5 222.5 228.0 234.0 240.0 246.0 252.5 259.0 265.5 272.0 279.0 286.0 293.5 300.5 308.5 316.0 324.0 332.0 340.5 349.0 358.0 367.0 376.5 386.0 396.0 406.0 416.5 427.0 438.0 449.5 461.5 473.5 486.0 498.5 512.0] #define JITTER_STRENGTH 1.0 // sorry [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0] +#define FOCUS_LASER_COLOR 1 // Red, Green, Blue, Pink, Yellow, White [0 1 2 3 4 5] // --- TAA --- @@ -66,7 +67,7 @@ #define ANTI_GHOSTING 0.0 //[0.0 0.25 0.5 0.75 1.0] High values reduce ghosting but may create flickering #define FLICKER_REDUCTION 0.5 //[0.0 0.25 0.5 0.75 1.0] High values reduce flickering but may reduce sharpness #define CLOSEST_VELOCITY //improves edge quality in motion at the cost of performance -// #define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality. +#define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality. // #define SPLIT_RENDER // AAAAAAAAAAAAAAAA // --- FOG/VOLUMETRICS --- diff --git a/shaders/shaders.properties b/shaders/shaders.properties index ab48004..a66f600 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -50,7 +50,7 @@ sliders = JITTER_STRENGTH WeatherDay Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B screen.columns=1 -screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] DOF_JITTER DOF_JITTER_FOCUS JITTER_STRENGTH +screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] DOF_JITTER DOF_JITTER_FOCUS JITTER_STRENGTH FOCUS_LASER_COLOR ######## LIGHTING ### DIRECT LIGHT