diff --git a/shaders/composite2.fsh b/shaders/composite2.fsh index 93b5c95..7b36d1f 100644 --- a/shaders/composite2.fsh +++ b/shaders/composite2.fsh @@ -816,11 +816,17 @@ void main() { vec2 texcoord = gl_FragCoord.xy*texelSize; float dirtAmount = Dirt_Amount; vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B); + vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B); vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon; vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / pi; vec2 tempOffset=TAA_Offset; + #ifdef AEROCHROME_MODE + totEpsilon *= 10.0; + scatterCoef *= 0.1; + #endif + float noise = blueNoise(); float z0 = texture2D(depthtex0,texcoord).x; diff --git a/shaders/composite5.fsh b/shaders/composite5.fsh index c5f77d9..add8ab3 100644 --- a/shaders/composite5.fsh +++ b/shaders/composite5.fsh @@ -364,6 +364,12 @@ void main() { vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B); vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon; vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B); + + #ifdef AEROCHROME_MODE + totEpsilon *= 2.0; + scatterCoef *= 10.0; + #endif + vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize; float z = texture2D(depthtex0,tc).x; vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z)); @@ -371,6 +377,7 @@ void main() { vec3 vl = vec3(0.0); float estEyeDepth = clamp((14.0-eyeBrightnessSmooth.y/255.0*16.0)/14.0,0.,1.0); estEyeDepth *= estEyeDepth*estEyeDepth*34.0; + #ifndef lightMapDepthEstimation estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0); #endif diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 4fc91c8..6d9d426 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -16,4 +16,9 @@ value.DOF_QUALITY.1=Low value.DOF_QUALITY.2=Medium value.DOF_QUALITY.3=High value.DOF_QUALITY.4=Ultra -option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio \ No newline at end of file +option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio + +option.AEROCHROME_MODE=Aerochrome Mode +option.AEROCHROME_MODE.comment=Infrared Film. Google "Aerochrome" to get an idea of what it does. +option.AEROCHROME_PINKNESS=Aerochrome Red:Pink Ratio +option.AEROCHROME_PINKNESS.comment=Higher = Pink. Lower = Red \ No newline at end of file diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 6d78e76..914a1c4 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -50,7 +50,7 @@ sliders = WeatherDay Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_ screen.columns=1 -screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] AEROCHROME_MODE AEROCHROME_PINKNESS +screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] ######## LIGHTING ### DIRECT LIGHT @@ -82,7 +82,7 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] ######## WORLD screen.World.columns=1 - screen.World = [LabPBR] [Waving_Stuff] [Water] + screen.World = [LabPBR] [Waving_Stuff] [Water] AEROCHROME_MODE AEROCHROME_PINKNESS ### SPECULARS screen.Reflections.columns=2 screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection