More jitter DOF stuff

blur sky, and improve DOF a tiny bit, add a focus strength slider and focal point indicator. also tweaked the clouds a little
This commit is contained in:
WoMspace
2023-01-16 04:42:52 +00:00
parent ad0aae6a29
commit 539dafc8d2
7 changed files with 76 additions and 32 deletions

View File

@ -1,4 +1,3 @@
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
@ -136,6 +135,9 @@ vec3 blackbody2(float Temp)
#define SEASONS_VSH
#include "/lib/climate_settings.glsl"
mat2 rotate(float angle){
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -266,7 +268,9 @@ void main() {
#endif
#ifdef DOF_JITTER
vec2 jitter = jitter_offsets[1024 - (frameCounter % 1024)];
vec2 jitter = clamp(jitter_offsets[1024 - (frameCounter % 1024)] ,-1.0,1.0) ;
jitter = rotate(frameTimeCounter) * jitter;
jitter.y *= aspectRatio;
float focus = DOF_JITTER_FOCUS;
@ -274,6 +278,6 @@ void main() {
// float focus = texture2D(colortex4, coords).r;
// focus = pow(far + 1.0, focus) - 1.0;
float distanceToFocus = gl_Position.z - focus;
gl_Position.xy += jitter * distanceToFocus * 1e-2;
gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2;
#endif
}