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!
This commit is contained in:
WoMspace 2023-01-18 17:36:21 +00:00
parent 18729345ca
commit 52c9594e0c
9 changed files with 34 additions and 20 deletions

View File

@ -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

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@ -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)

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@ -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
}

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@ -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
}

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@ -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
}

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@ -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.

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@ -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.

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@ -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 ---

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@ -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