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:
Xonk
2023-01-15 23:26:07 -05:00
parent a27670329a
commit 92943470f4
8 changed files with 1128 additions and 19 deletions

View File

@ -1,6 +1,7 @@
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
@ -53,6 +54,12 @@ flat varying vec4 TESTMASK;
flat varying int lightningBolt;
uniform int frameCounter;
uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform sampler2D colortex4;
uniform mat4 gbufferModelView;
uniform mat4 gbufferModelViewInverse;
@ -129,6 +136,9 @@ 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//////////////////////////////
@ -258,5 +268,17 @@ void main() {
gl_Position.xy += offsets[framemod8] * gl_Position.w * texelSize;
#endif
#ifdef DOF_JITTER
vec2 jitter = clamp(jitter_offsets[1024 - (frameCounter % 1024)] ,-1.0,1.0) ;
jitter = rotate(frameTimeCounter) * jitter;
jitter.y *= aspectRatio;
float focus = DOF_JITTER_FOCUS;
// vec2 coords = vec2(8.0/viewWidth, 256.0/viewHeight);
// float focus = texture2D(colortex4, coords).r;
// focus = pow(far + 1.0, focus) - 1.0;
float distanceToFocus = gl_Position.z - focus;
gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2;
#endif
}