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

@ -2,6 +2,7 @@
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
#include "/lib/res_params.glsl"
#include "/lib/bokeh.glsl"
/*
@ -34,7 +35,12 @@ varying vec4 tangent_other;
flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
uniform int frameCounter;
uniform float frameTimeCounter;
uniform float far;
uniform float aspectRatio;
uniform float viewHeight;
uniform float viewWidth;
uniform vec2 texelSize;
uniform int framemod8;
@ -51,6 +57,9 @@ uniform int framemod8;
vec4 toClipSpace3(vec3 viewSpacePosition) {
return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
}
mat2 rotate(float angle){
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
}
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -102,9 +111,25 @@ void main() {
gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
#endif
#ifdef TAA
gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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
vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
@ -112,4 +137,5 @@ void main() {
lightCol.rgb = sc;
WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
}