added curvature strength slider and restructured world module
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844b782c40
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0cfb16e33a
4 changed files with 24 additions and 12 deletions
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@ -2,8 +2,6 @@
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#include "/module/common.glsl"
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#define worldCurvature 0 // [0 1 2]
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varying vec2 texcoord;
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varying vec4 color;
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varying vec2 lmcoord;
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@ -13,6 +11,7 @@ uniform float viewWidth, viewHeight;
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#include "/module/vertex_warp.vert"
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#include "/module/texture_warp.vert"
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#include "/module/world.vert"
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void main() {
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texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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@ -30,7 +29,9 @@ void main() {
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#endif
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#ifndef NON_WORLD
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#include "/module/world.vert"
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#if worldCurvature > 0
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world_curvature();
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#endif
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#endif
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}
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@ -56,4 +56,9 @@ option.worldCurvature=World Curvature
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value.worldCurvature.0=Off
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value.worldCurvature.1=Cylinder
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value.worldCurvature.2=Round
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option.worldRadius=Curvature Strength
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value.worldRadius.1024=Low (1024)
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value.worldRadius.512=Medium (512)
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value.worldRadius.256=High (256)
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value.worldRadius.-256=Inverse (-256)
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@ -1,8 +1,14 @@
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#if worldCurvature == 1
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float z = gl_Position.z * gl_Position.z;
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gl_Position.y -= z / 256;
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#elif worldCurvature == 2
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vec2 xz = gl_Position.xz;
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gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
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#endif
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#define worldCurvature 0 // [0 1 2]
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#define worldRadius 512 // [1024 512 256 -256]
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void world_curvature() {
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#if worldCurvature == 1
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float z = gl_Position.z * gl_Position.z;
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gl_Position.y -= 2 * z / worldRadius;
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#elif worldCurvature == 2
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vec2 xz = gl_Position.xz;
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gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / worldRadius) / 5;
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#endif
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}
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@ -1,4 +1,4 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp worldRadius
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# -- PROFILES --
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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@ -26,7 +26,7 @@ screen.PSX=vWarp tWarp # playstation
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screen.REALITY=hBlur # nintendo 64
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# custom effects
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screen.FX=dof dofRes worldCurvature
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screen.FX=dof dofRes worldCurvature worldRadius
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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