diff --git a/shaders/gbuffers_all_particles.vsh b/shaders/gbuffers_all_particles.vsh index a447be1..6a32e54 100644 --- a/shaders/gbuffers_all_particles.vsh +++ b/shaders/gbuffers_all_particles.vsh @@ -33,7 +33,7 @@ uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; - +uniform int hideGUI; uniform vec2 texelSize; uniform int framemod8; @@ -88,6 +88,7 @@ void main() { float focus = DOF_JITTER_FOCUS; float focusMul = gl_Position.z - DOF_JITTER_FOCUS; - gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif } diff --git a/shaders/gbuffers_all_solid.vsh b/shaders/gbuffers_all_solid.vsh index b2c95d5..5db7499 100644 --- a/shaders/gbuffers_all_solid.vsh +++ b/shaders/gbuffers_all_solid.vsh @@ -58,6 +58,7 @@ uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; uniform sampler2D colortex4; +uniform int hideGUI; uniform mat4 gbufferModelView; uniform mat4 gbufferModelViewInverse; @@ -268,8 +269,9 @@ void main() { jitter = rotate(frameCounter) * jitter; jitter.y *= aspectRatio; jitter.x *= DOF_ANAMORPHIC_RATIO; - + float focusMul = gl_Position.z - DOF_JITTER_FOCUS; - gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif } diff --git a/shaders/gbuffers_all_translucent.vsh b/shaders/gbuffers_all_translucent.vsh index 4feabac..a861f66 100644 --- a/shaders/gbuffers_all_translucent.vsh +++ b/shaders/gbuffers_all_translucent.vsh @@ -41,6 +41,7 @@ uniform float far; uniform float aspectRatio; uniform float viewHeight; uniform float viewWidth; +uniform int hideGUI; uniform vec2 texelSize; uniform int framemod8; @@ -127,7 +128,8 @@ void main() { float focus = DOF_JITTER_FOCUS; float focusMul = gl_Position.z - DOF_JITTER_FOCUS; - gl_Position.xy += (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + vec2 totalOffset = (jitter * JITTER_STRENGTH) * focusMul * 1e-2; + gl_Position.xy += hideGUI >= 1 ? totalOffset : vec2(0); #endif } diff --git a/shaders/lib/climate_settings.glsl b/shaders/lib/climate_settings.glsl index 9fece63..a8ee8dd 100644 --- a/shaders/lib/climate_settings.glsl +++ b/shaders/lib/climate_settings.glsl @@ -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(1.0, 0.5, 0.3, 1.0); - vec4 CloudyDensity = vec4(1.0, 1.0, 1.0, 1.0); + vec4 UniformDensity = vec4(0.0, 0.0, 0.0, 0.0); + vec4 CloudyDensity = vec4(0.0, 0.0, 0.0, 0.0); #ifdef Daily_Weather DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities. diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 657be30..9f05dd3 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -56,7 +56,7 @@ #define DoF_Adaptation_Speed 1.00 // [0.20 0.21 0.23 0.24 0.25 0.27 0.29 0.30 0.32 0.34 0.36 0.39 0.41 0.43 0.46 0.49 0.52 0.55 0.59 0.62 0.66 0.70 0.74 0.79 0.84 0.89 0.94 1.00 1.06 1.13 1.20 1.27 1.35 1.43 1.52 1.61 1.71 1.82 1.93 2.05 2.18 2.31 2.45 2.60 2.76 2.93 3.11 3.30 3.51 3.72 3.95 4.19 4.45 4.73 5.02 5.33 5.65 6.00] // #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 JITTER_STRENGTH 1.0 // sorry [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 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 --- diff --git a/shaders/world-1/composite8.fsh b/shaders/world-1/composite8.fsh index dd85629..a4cb4c3 100644 --- a/shaders/world-1/composite8.fsh +++ b/shaders/world-1/composite8.fsh @@ -8,7 +8,6 @@ //#define FAST_TAA //disables bicubic resampling and closest velocity, improves fps especially at high resolutions //TAA OPTIONS -//#define NO_CLIP //Removes all anti-ghosting techniques used and creates a sharp image (good for still screenshots) #define BLEND_FACTOR 0.05 //[0.01 0.02 0.03 0.04 0.05 0.06 0.08 0.1 0.12 0.14 0.16] higher values = more flickering but sharper image, lower values = less flickering but the image will be blurrier #define MOTION_REJECTION 0.5 //[0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.5] //Higher values=sharper image in motion at the cost of flickering #define ANTI_GHOSTING 1.0 //[0.0 0.25 0.5 0.75 1.0] High values reduce ghosting but may create flickering