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No commits in common. "eab55046b8726aeef5882a004596a582f9e9c1e2" and "038ff7f1423b76fe30829be5eade9180bd387119" have entirely different histories.

5 changed files with 13 additions and 25 deletions

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@ -2,6 +2,8 @@
#include "/module/common.glsl" #include "/module/common.glsl"
#define worldCurvature 0 // [0 1 2]
varying vec2 texcoord; varying vec2 texcoord;
varying vec4 color; varying vec4 color;
varying vec2 lmcoord; varying vec2 lmcoord;
@ -11,7 +13,6 @@ uniform float viewWidth, viewHeight;
#include "/module/vertex_warp.vert" #include "/module/vertex_warp.vert"
#include "/module/texture_warp.vert" #include "/module/texture_warp.vert"
#include "/module/world.vert"
void main() { void main() {
texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
@ -29,9 +30,7 @@ void main() {
#endif #endif
#ifndef NON_WORLD #ifndef NON_WORLD
#if worldCurvature > 0 #include "/module/world.vert"
world_curvature();
#endif
#endif #endif
} }

View file

@ -56,9 +56,4 @@ option.worldCurvature=World Curvature
value.worldCurvature.0=Off value.worldCurvature.0=Off
value.worldCurvature.1=Cylinder value.worldCurvature.1=Cylinder
value.worldCurvature.2=Round value.worldCurvature.2=Round
option.worldRadius=Curvature Strength
value.worldRadius.1024=Low (1024)
value.worldRadius.512=Medium (512)
value.worldRadius.256=High (256)
value.worldRadius.-256=Inverse (-256)

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@ -1,5 +1,5 @@
vec2 caOffset = vec2(2 * pixelSize / viewWidth, 0); vec2 caOffset = vec2(pixelSize / viewWidth, 0);
vec3 aberrate() { vec3 aberrate() {
vec2 offset = caOffset * abs(cos(texcoord * 3.14)); vec2 offset = caOffset * abs(cos(texcoord * 3.14));

View file

@ -1,14 +1,8 @@
#if worldCurvature == 1
#define worldCurvature 0 // [0 1 2]
#define worldRadius 512 // [1024 512 256 -256]
void world_curvature() {
#if worldCurvature == 1
float z = gl_Position.z * gl_Position.z; float z = gl_Position.z * gl_Position.z;
gl_Position.y -= 2 * z / worldRadius; gl_Position.y -= z / 256;
#elif worldCurvature == 2 #elif worldCurvature == 2
vec2 xz = gl_Position.xz; vec2 xz = gl_Position.xz;
gl_Position.y -= round(( dot(xz, xz) / worldRadius ) * 8) / 8; gl_Position.y -= ceil(( dot(xz, xz) * 5 ) / 512) / 5;
#endif #endif
}

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@ -1,4 +1,4 @@
sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp worldRadius sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
# -- PROFILES -- # -- PROFILES --
profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
@ -26,7 +26,7 @@ screen.PSX=vWarp tWarp # playstation
screen.REALITY=hBlur # nintendo 64 screen.REALITY=hBlur # nintendo 64
# custom effects # custom effects
screen.FX=dof dofRes worldCurvature worldRadius screen.FX=dof dofRes worldCurvature
# -- CONDITIONALS -- # -- CONDITIONALS --
gbuffers_hand.enabled=tWarp gbuffers_hand.enabled=tWarp