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17 changed files with 164 additions and 19 deletions
11
README.md
11
README.md
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@ -1,15 +1,18 @@
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# ɅEON 199X
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My fork of [Aeon Shader](https://github.com/slinkousart/aeon), aimed at
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expanding its concept to other "retro" graphic effects.
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A Minecraft demake shader and my fork of [SlinkousArt's Aeon Shader](https://github.com/slinkousart/aeon),
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aimed at providing a variety of effects in the vein of its parent project.
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## Features
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- Color depth reduction
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- Depth of Field
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- Dithering
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- Downscaling
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- PSX Vertex Warping
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- PSX Texture Warping
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- Horizontal Blur
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- Screen-Space Vertex Warping
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- Affine Texture Warping
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- World Curvature
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## Acknowledgements
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@ -1,5 +1,8 @@
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#version 120
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#define pixelSize 2 // the size of pixels [1 2 4 8 16]
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float renderRes = pixelSize;
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#define dithering // whether or not to apply dithering
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#define colorMode 0 // hsv/rgb [0 1]
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@ -9,14 +12,14 @@
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#define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64]
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#define pixelSize 2 // the size of pixels [1 2 4 8 16]
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uniform sampler2D gcolor;
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uniform sampler2D colortex1;
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uniform float viewWidth, viewHeight;
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varying vec2 texcoord;
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#include "/module/dof.frag"
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// All components are in the range [0…1], including hue.
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vec3 rgb2hsv(vec3 c)
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{
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@ -61,7 +64,9 @@ const int indexMatrix8x8[64] = int[](0, 32, 8, 40, 2, 34, 10, 42,
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63, 31, 55, 23, 61, 29, 53, 21);
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float indexValue() {
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#if pixelSize > 1
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#if defined(dof) && defined(dofRes)
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vec2 coord = gl_FragCoord.xy / renderRes;
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#elif pixelSize > 1
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vec2 coord = gl_FragCoord.xy / pixelSize;
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#else
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vec2 coord = gl_FragCoord.xy;
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@ -116,7 +121,9 @@ float dither(float color, float dithersteps) {
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void main() {
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// adjust texture coordinate based on pixel size if needed
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vec2 newcoord = texcoord;
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#if pixelSize > 1
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#ifdef dof
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newcoord = depthOfField();
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#elif pixelSize > 1
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vec2 view = vec2(viewWidth, viewHeight) / float(pixelSize);
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float offset = (ceil(pixelSize * 0.5) - 0.5) / float(pixelSize);
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newcoord = (floor(newcoord * view) + offset) / view;
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21
shaders/final.fsh
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21
shaders/final.fsh
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@ -0,0 +1,21 @@
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#version 120
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#define pixelSize // [1 2 4 8 16]
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//#define hBlur
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varying vec2 texcoord;
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uniform sampler2D gcolor;
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uniform float viewWidth;
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#include "/module/horizontal_blur.frag"
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void main() {
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#ifdef hBlur
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vec3 blurred = hblur();
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gl_FragData[0] = vec4(blurred, 1);
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#else
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gl_FragData[0] = texture2D(gcolor, texcoord);
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#endif
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}
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3
shaders/final.vsh
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3
shaders/final.vsh
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@ -0,0 +1,3 @@
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#version 120
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#include "/module/empty.vert"
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@ -2,6 +2,8 @@
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#define pixelSize 2 // [1 2 4 8 16]
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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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@ -26,5 +28,9 @@ void main() {
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#ifdef tWarp
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texture_warp();
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#endif
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#ifndef NON_WORLD
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#include "/module/world.vert"
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#endif
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}
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1
shaders/gbuffers_clouds.fsh
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1
shaders/gbuffers_clouds.fsh
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@ -0,0 +1 @@
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#include "/gbuffers_basic.fsh"
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2
shaders/gbuffers_clouds.vsh
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2
shaders/gbuffers_clouds.vsh
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@ -0,0 +1,2 @@
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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@ -1,5 +1,6 @@
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#define tWarp_mod 1.5
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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1
shaders/gbuffers_skybasic.fsh
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1
shaders/gbuffers_skybasic.fsh
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#include "/gbuffers_basic.fsh"
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2
shaders/gbuffers_skybasic.vsh
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2
shaders/gbuffers_skybasic.vsh
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@ -0,0 +1,2 @@
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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1
shaders/gbuffers_skytextured.fsh
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1
shaders/gbuffers_skytextured.fsh
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@ -0,0 +1 @@
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#include "/gbuffers_basic.fsh"
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2
shaders/gbuffers_skytextured.vsh
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2
shaders/gbuffers_skytextured.vsh
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#define NON_WORLD
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#include "/gbuffers_basic.vsh"
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@ -3,6 +3,7 @@ profile.DEFAULT=Default
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profile.AEON=Aeon Upstream
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profile.DOS=DOS
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profile.PSX=PSX
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profile.REALITY=Project Reality
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profile.VR32=VR32
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option.pixelSize=Downscaling
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@ -22,9 +23,13 @@ option.hueSteps=Hue Depth
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option.satSteps=Saturation Depth
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option.valSteps=Value Depth
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screen.PSX=PSX
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screen.SCREEN=Screen
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screen.CONSOLE=Consoles
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screen.PSX=PSX (1994)
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option.vWarp=Vertex Warping
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the PSX
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option.vWarp.comment=Emulates screen-space vertex snapping responsible for vertex wobble on the Playstation
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value.vWarp.0=Off
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value.vWarp.1=Minimal (1x)
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value.vWarp.2=Low (2x)
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@ -33,5 +38,21 @@ value.vWarp.8=High (8x)
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value.vWarp.16=Extreme (16x)
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value.vWarp.32=Silly (32x)
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option.tWarp=Texture Warping
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the PSX
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option.tWarp.comment=Emulates affine texture mapping responsible for warping textures on the Playstation
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screen.REALITY=Project Reality (1996)
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option.hBlur=Horizontal Blur
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option.hBlur.comment=Emulates the blur responsible for reducing LCD clarity on the N64
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screen.FX=FX
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option.dof=Depth of Field
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option.dof.comment=Downscale out-of-focus objects
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option.dofRes=DoF Dither
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option.dofRes.comment=Whether DoF focus affects dither resolution.
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value.dofRes.0=Static
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value.dofRes.1=Dynamic
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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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28
shaders/module/dof.frag
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28
shaders/module/dof.frag
Normal file
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@ -0,0 +1,28 @@
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//#define dof
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#define dofRes
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uniform float centerDepthSmooth;
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uniform sampler2D depthtex1;
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const float centerDepthSmoothHalfLife = 16f;
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vec2 depthOfField() {
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float depth = texture2D(depthtex1, texcoord).x;
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float distance = depth - centerDepthSmooth;
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int stops = max(min(int(distance * 96), 5), 0);
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#if pixelSize > 1
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float virtualSize = pow(float(pixelSize), 1 + stops);
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#else
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float virtualSize = pow(2f, stops);
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#endif
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vec2 view = vec2(viewWidth, viewHeight) / virtualSize;
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float offset = (ceil(virtualSize * 0.5) - 0.5) / virtualSize;
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#ifdef dofRes
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renderRes = virtualSize;
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#endif
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return (floor(texcoord * view) + offset) / view;
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}
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28
shaders/module/horizontal_blur.frag
Normal file
28
shaders/module/horizontal_blur.frag
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@ -0,0 +1,28 @@
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vec2 neighborOffset = vec2(1 / viewWidth, 0);
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float avg(float l, float c, float r) {
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return (l + c + r) / 3;
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}
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vec3 hblur() {
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vec3 center = texture2D(gcolor, texcoord).rgb;
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vec2 leftPos = texcoord - neighborOffset;
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vec2 rightPos = texcoord + neighborOffset;
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vec3 left;
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if(leftPos.x >= 0)
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left = texture2D(gcolor, leftPos).rgb;
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else
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left = center;
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vec3 right;
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if(rightPos.x >= 0)
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right = texture2D(gcolor, rightPos).rgb;
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else
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right = center;
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return vec3(avg(left.r, center.r, right.r), avg(left.g, center.g, right.g), avg(left.b, center.b, right.b));
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}
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8
shaders/module/world.vert
Normal file
8
shaders/module/world.vert
Normal file
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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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@ -1,22 +1,32 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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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
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp
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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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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur
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profile.REALITY=profile.PSX !tWarp hBlur
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur
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# -- SCREENS --
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# default
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screen=<profile> <empty> pixelSize <empty> [COLOR] [PSX]
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screen=<profile> <empty> pixelSize <empty> [COLOR] [SCREEN] [CONSOLE] [FX]
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# colors
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screen.COLOR.columns=3
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screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
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# psx
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screen.PSX=vWarp tWarp
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# screen effects
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screen.SCREEN=<empty>
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# console effects
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screen.CONSOLE.columns=1
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screen.CONSOLE=[PSX] [REALITY]
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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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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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