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

@ -56,6 +56,7 @@
#define DoF_Adaptation_Speed 1.00 // [0.20 0.21 0.23 0.24 0.25 0.27 0.29 0.30 0.32 0.34 0.36 0.39 0.41 0.43 0.46 0.49 0.52 0.55 0.59 0.62 0.66 0.70 0.74 0.79 0.84 0.89 0.94 1.00 1.06 1.13 1.20 1.27 1.35 1.43 1.52 1.61 1.71 1.82 1.93 2.05 2.18 2.31 2.45 2.60 2.76 2.93 3.11 3.30 3.51 3.72 3.95 4.19 4.45 4.73 5.02 5.33 5.65 6.00]
// #define DOF_JITTER
#define DOF_JITTER_FOCUS 48.0 // [1.0 2.0 4.0 8.0 16.0 32.0 48.0 64.0 96.0 128.0 192.0 256.0]
#define JITTER_STRENGTH 1.0 // sorry [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]
// --- TAA ---

View File

@ -42,7 +42,7 @@ float StableStarField( in vec2 vSamplePos, float fThreshhold )
float stars(vec3 fragpos){
float elevation = clamp(fragpos.y,0.,1.);
vec2 uv = fragpos.xz/(1.5+elevation);
vec2 uv = fragpos.xz/(2.0+elevation);
return StableStarField(uv*1500.,0.999)*0.5*(0.3-0.3*rainStrength);
}

View File

@ -176,14 +176,14 @@ vec3 Cloud_lighting(
float ambientShading = exp(-SkyShadowing * 50. + powder)*powder ;
vec3 ambientLighting = SkyColors * ambientShading;
// if(cloudType == 1) ambientLighting = SkyColors * powder;
vec3 sunLighting = exp(-SunShadowing)*sunContribution + exp(-SunShadowing * 0.2)*sunContributionMulti;
sunLighting *= powder;
vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
vec3 moonLighting = exp(-MoonShadowing)*moonContribution + exp(-MoonShadowing * 0.2)*moonContributionMulti;
moonLighting *= powder;
return ambientLighting + sunLighting ;
return ambientLighting + sunLighting + moonLighting;
@ -286,10 +286,10 @@ vec4 renderClouds(
// float mieDay = mix(phaseg(SdotV,0.75), mieDayMulti,0.8)*3.14;
float mieDayMulti = phaseg(SdotV, 0.35);
float mieDay = (phaseg(SdotV,0.75) + mieDayMulti)*2.0;
float mieDay = phaseg(SdotV,0.75) + mieDayMulti;
float mieNightMulti = phaseg(-SdotV, 0.35)*3.14;
float mieNight = mix(phaseg(-SdotV,0.9), mieNightMulti,0.5)*3.14;
float mieNightMulti = phaseg(-SdotV, 0.35);
float mieNight = phaseg(-SdotV,0.75) + mieNightMulti;
vec3 sunContribution = mieDay*sunColor*3.14;
vec3 sunContributionMulti = mieDayMulti*sunColor*3.14;