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8d26a45d92
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3b12a88a76
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76e464acd8 |
4 changed files with 40 additions and 4 deletions
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@ -1,5 +1,7 @@
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#version 120
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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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#define dithering // whether or not to apply dithering
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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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#define colorMode 0 // hsv/rgb [0 1]
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@ -9,14 +11,14 @@
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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 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 gcolor;
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uniform sampler2D colortex1;
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uniform sampler2D colortex1;
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uniform float viewWidth, viewHeight;
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uniform float viewWidth, viewHeight;
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varying vec2 texcoord;
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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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// All components are in the range [0…1], including hue.
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vec3 rgb2hsv(vec3 c)
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vec3 rgb2hsv(vec3 c)
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{
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{
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@ -116,7 +118,9 @@ float dither(float color, float dithersteps) {
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void main() {
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void main() {
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// adjust texture coordinate based on pixel size if needed
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// adjust texture coordinate based on pixel size if needed
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vec2 newcoord = texcoord;
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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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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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float offset = (ceil(pixelSize * 0.5) - 0.5) / float(pixelSize);
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newcoord = (floor(newcoord * view) + offset) / view;
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newcoord = (floor(newcoord * view) + offset) / view;
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@ -35,3 +35,13 @@ value.vWarp.32=Silly (32x)
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option.tWarp=Texture Warping
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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 PSX
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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.worldCurvature=World Curvature
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value.worldCurvature.0=Off
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value.worldCurvature.1=Chunk
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value.worldCurvature.2=Cylinder
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value.worldCurvature.3=Polyhedron
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value.worldCurvature.4=Sphere
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19
shaders/module/dof.frag
Normal file
19
shaders/module/dof.frag
Normal file
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@ -0,0 +1,19 @@
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//#define dof
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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 = min(int(distance * 96), 5);
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float virtualSize = pow(float(pixelSize), 1 + stops);//1 + stops);
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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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return (floor(texcoord * view) + offset) / view;
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}
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@ -9,7 +9,7 @@ profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2
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# -- SCREENS --
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# -- SCREENS --
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# default
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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] [PSX] [FX]
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# colors
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# colors
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screen.COLOR.columns=3
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screen.COLOR.columns=3
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@ -18,6 +18,9 @@ screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSt
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# psx
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# psx
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screen.PSX=vWarp tWarp
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screen.PSX=vWarp tWarp
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# fx
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screen.FX=dof worldCurvature
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# -- CONDITIONALS --
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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gbuffers_hand.enabled=tWarp
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