aerochrome water and lang

This commit is contained in:
WoMspace 2023-01-15 03:27:24 +00:00
parent a389b76c26
commit 8735c805a2
4 changed files with 21 additions and 3 deletions

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@ -816,11 +816,17 @@ void main() {
vec2 texcoord = gl_FragCoord.xy*texelSize; vec2 texcoord = gl_FragCoord.xy*texelSize;
float dirtAmount = Dirt_Amount; float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B); 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 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon; vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / pi; vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B) / pi;
vec2 tempOffset=TAA_Offset; vec2 tempOffset=TAA_Offset;
#ifdef AEROCHROME_MODE
totEpsilon *= 10.0;
scatterCoef *= 0.1;
#endif
float noise = blueNoise(); float noise = blueNoise();
float z0 = texture2D(depthtex0,texcoord).x; float z0 = texture2D(depthtex0,texcoord).x;

View File

@ -364,6 +364,12 @@ void main() {
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B); vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon; vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
vec3 scatterCoef = dirtAmount * vec3(Dirt_Scatter_R, Dirt_Scatter_G, Dirt_Scatter_B); 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; vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
float z = texture2D(depthtex0,tc).x; float z = texture2D(depthtex0,tc).x;
vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z)); vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
@ -371,6 +377,7 @@ void main() {
vec3 vl = vec3(0.0); vec3 vl = vec3(0.0);
float estEyeDepth = clamp((14.0-eyeBrightnessSmooth.y/255.0*16.0)/14.0,0.,1.0); float estEyeDepth = clamp((14.0-eyeBrightnessSmooth.y/255.0*16.0)/14.0,0.,1.0);
estEyeDepth *= estEyeDepth*estEyeDepth*34.0; estEyeDepth *= estEyeDepth*estEyeDepth*34.0;
#ifndef lightMapDepthEstimation #ifndef lightMapDepthEstimation
estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0); estEyeDepth = max(Water_Top_Layer - cameraPosition.y,0.0);
#endif #endif

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@ -17,3 +17,8 @@ value.DOF_QUALITY.2=Medium
value.DOF_QUALITY.3=High value.DOF_QUALITY.3=High
value.DOF_QUALITY.4=Ultra value.DOF_QUALITY.4=Ultra
option.DOF_ANAMORPHIC_RATIO=Anamorphic Ratio 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

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@ -50,7 +50,7 @@ sliders = WeatherDay Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_
screen.columns=1 screen.columns=1
screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings]
######## LIGHTING ######## LIGHTING
### DIRECT LIGHT ### DIRECT LIGHT
@ -82,7 +82,7 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
######## WORLD ######## WORLD
screen.World.columns=1 screen.World.columns=1
screen.World = [LabPBR] [Waving_Stuff] [Water] screen.World = [LabPBR] [Waving_Stuff] [Water] <empty> AEROCHROME_MODE AEROCHROME_PINKNESS
### SPECULARS ### SPECULARS
screen.Reflections.columns=2 screen.Reflections.columns=2
screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection