Index: ps/trunk/binaries/data/mods/public/shaders/effects/postproc/HQDOF.xml =================================================================== --- ps/trunk/binaries/data/mods/public/shaders/effects/postproc/HQDOF.xml (revision 15500) +++ ps/trunk/binaries/data/mods/public/shaders/effects/postproc/HQDOF.xml (nonexistent) @@ -1,29 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.xml =================================================================== --- ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.xml (revision 15500) +++ ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.xml (nonexistent) @@ -1,10 +0,0 @@ - - - - - - - - - - Index: ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.fs =================================================================== --- ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.fs (revision 15500) +++ ps/trunk/binaries/data/mods/public/shaders/glsl/hqdof.fs (nonexistent) @@ -1,380 +0,0 @@ -/* -DoF with bokeh GLSL shader v2.4 -by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com) - ----------------------- -The shader is Blender Game Engine ready, but it should be quite simple to adapt for your engine. - -This work is licensed under a Creative Commons Attribution 3.0 Unported License. -So you are free to share, modify and adapt it for your needs, and even use it for commercial use. -I would also love to hear about a project you are using it. - -Have fun, -Martins ----------------------- - -changelog: - -2.4: -- physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters. -- option for artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur -- added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes -- cleaned up the code -- some optimization - -2.3: -- new and physically little more accurate DoF -- two extra input variables - focal length and aperture iris diameter -- added a debug visualization of focus point and focal range - -2.1: -- added an option for pentagonal bokeh shape -- minor fixes - -2.0: -- variable sample count to increase quality/performance -- option to blur depth buffer to reduce hard edges -- option to dither the samples with noise or pattern -- bokeh chromatic aberration/fringing -- bokeh bias to bring out bokeh edges -- image thresholding to bring out highlights when image is out of focus - ----------------------- -Changes from original shader: - -- Changed names of samplers and values to their equivalents in 0 A.D.'s postproc manager. -- Moved user variables into HQDOF.xml defines and modified their values. -- Removed an optimization that caused lines to appear on the edges of the (mostly) focused area. -- Removed pentagon-shaped bokeh code. -- Made manual DOF scale with zoom. -- Moved blur level calculation to its own function. -- Added code to remove a blurred halo-like outline around focused foreground objects. -- Renamed some variables to make the code more readable. ----------------------- - -*/ - -uniform sampler2D renderedTex; -uniform sampler2D depthTex; -uniform float width; -uniform float height; - -#define PI 3.14159265 - -vec2 texel = vec2(1.0/width,1.0/height); - -uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below -//uniform float focalLength = 1000; //focal length in mm -//uniform float fstop = 200; //f-stop value -uniform bool showFocus = false; //show debug focus point and focal range (red = focal point, green = focal range) - -/* -make sure that these two values are the same for your camera, otherwise distances will be wrong. -*/ - -//float znear = 0.5; //camera clipping start -//float zfar = 100.0; //camera clipping end -uniform float zNear; -uniform float zFar; - -bool foregroundcleanup = true; - -//------------------------------------------ -//user variables - -//int samples = 3; //samples on the first ring -//int rings = 3; //ring count - -//bool manualdof = false; //manual dof calculation -//float ndofstart = 10.0; //near dof falloff start -//float ndofdist = 35.0; //near dof falloff distance -//float fdofstart = 8.0; //far dof falloff start -//float fdofdist = 40.0; //far dof falloff distance - -float CoC = 0.03;//circle of confusion size in mm (35mm film = 0.03mm) - -bool vignetting = false; //use optical lens vignetting? -float vignout = 1.3; //vignetting outer border -float vignin = 0.5; //vignetting inner border -float vignfade = 22.0; //f-stops till vignete fades - -bool autofocus = true; //use autofocus in shader? disable if you use external focalDepth value -vec2 focus = vec2(0.5,0.5); // autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right) -//float maxblur = 2.0; //clamp value of max blur (0.0 = no blur,1.0 default) - -//float threshold = 0.9; //highlight threshold; -//float gain = 2.0; //highlight gain; - -//float bias = 0.5; //bokeh edge bias -//float fringe = 0.7; //bokeh chromatic aberration/fringing - -bool noise = true; //use noise instead of pattern for sample dithering -float namount = 0.0001; //dither amount - -bool depthblur = false; //blur the depth buffer? -float dbsize = 1.25; //depthblursize - -//------------------------------------------ - -float bdepth(vec2 coords, float blursize) //blurring depth -{ - float d = 0.0; - float div = 0; - float kernel[9]; - vec2 offset[9]; - - vec2 wh = vec2(texel.x, texel.y) * blursize; - - offset[0] = vec2(-wh.x,-wh.y); - offset[1] = vec2( 0.0, -wh.y); - offset[2] = vec2( wh.x -wh.y); - - offset[3] = vec2(-wh.x, 0.0); - offset[4] = vec2( 0.0, 0.0); - offset[5] = vec2( wh.x, 0.0); - - offset[6] = vec2(-wh.x, wh.y); - offset[7] = vec2( 0.0, wh.y); - offset[8] = vec2( wh.x, wh.y); - - kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0; - kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0; - kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0; - - float depth = texture2D(depthTex, coords).r; - - for( int i=0; i<9; i++ ) - { - float tmp = texture2D(depthTex, coords + offset[i]).r; - - if (tmp <= depth) - { - d += tmp * kernel[i]; - div += kernel[i]; - } - } - - return d / div; -} - -vec3 color(vec2 coords,float blur) //processing the sample -{ - vec3 col = vec3(0.0); - - col.r = texture2D(renderedTex,coords + (vec2(0.0,1.0)*texel*fringe*blur)).r; - col.g = texture2D(renderedTex,coords + (vec2(-0.866,-0.5)*texel*fringe*blur)).g; - col.b = texture2D(renderedTex,coords + (vec2(0.866,-0.5)*texel*fringe*blur)).b; - - vec3 lumcoeff = vec3(0.299,0.587,0.114); - float lum = dot(col.rgb, lumcoeff); - float thresh = max((lum-threshold)*gain, 0.0); - return col+mix(vec3(0.0),col,thresh*blur); -} - -vec2 rand(vec2 coord) //generating noise/pattern texture for dithering -{ - float noiseX = ((fract(1.0-coord.s*(width/2.0))*0.25)+(fract(coord.t*(height/2.0))*0.75))*2.0-1.0; - float noiseY = ((fract(1.0-coord.s*(width/2.0))*0.75)+(fract(coord.t*(height/2.0))*0.25))*2.0-1.0; - - if (noise) - { - noiseX = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233))) * 43758.5453),0.0,1.0)*2.0-1.0; - noiseY = clamp(fract(sin(dot(coord ,vec2(12.9898,78.233)*2.0)) * 43758.5453),0.0,1.0)*2.0-1.0; - } - return vec2(noiseX,noiseY); -} - -vec3 debugFocus(vec3 col, float blur, float depth) -{ - float edge = 0.002*depth; //distance based edge smoothing - float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0); - float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0); - - col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6); - col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2); - - return col; -} - -float linearize(float depth) -{ - return -zFar * zNear / (depth * (zFar - zNear) - zFar); -} - -float vignette() -{ - float dist = distance(gl_TexCoord[3].xy, vec2(0.5,0.5)); - dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist); - return clamp(dist,0.0,1.0); -} - -float bluramount(float depth, float fDepth) -{ - float blur; - - if (manualdof) - { - float a = depth-fDepth; //focal plane - float b = (a-fdofstart)/fdofdist; //far DoF - float c = (-a-ndofstart)/ndofdist; //near Dof - blur = (a>0.0)?b:c; - blur /= max((fDepth / 15) - 7, 1); - } - else - { - float f = focalLength; //focal length in mm - float d = fDepth*1000.0; //focal plane in mm - float o = depth*1000.0; //depth in mm - - float a = (o*f)/(o-f); - float b = (d*f)/(d-f); - float c = (d-f)/(d*fstop*CoC); - - blur = abs(a-b)*c; - } - - return clamp(blur, 0, 1); -} - -varying vec2 v_tex; - -void main() -{ - //scene depth calculation - - float depth; - - if (depthblur) - { - depth = linearize(bdepth(v_tex, dbsize)); - } - else - { - depth = linearize(texture2D(depthTex,v_tex).x); - } - - //focal plane calculation - - float fDepth = focalDepth; - - if (autofocus) - { - fDepth = linearize(texture2D(depthTex,focus).x); - } - - //dof blur factor calculation - - float blur = bluramount(depth, fDepth); - - // calculation of pattern for ditering - - vec2 noise = rand(v_tex)*namount*blur; - - // getting blur x and y step factor - - float w = texel.x*blur*maxblur+noise.x; - float h = texel.y*blur*maxblur+noise.y; - - float w2 = texel.x*maxblur+noise.x; - float h2 = texel.y*maxblur+noise.y; - - // calculation of final color - vec3 color = texture2D(renderedTex, v_tex).rgb; - vec3 samplecolor = color; - float samplediv = 1.0; - - int ringsamples; - - for (int i = 1; i <= rings; i += 1) - { - ringsamples = i * samples; - float step = PI*2.0 / ringsamples; - - for (int j = 0; j < ringsamples; j += 1) - { - // find sample coordinates - float pw = (cos(j*step)*i); - float ph = (sin(j*step)*i); - - vec2 samplecoord = v_tex + vec2(pw*w,ph*h); - - // set this sample's color and count - vec3 samplecoloradd = color(samplecoord,blur)*mix(1.0,i/rings,bias); - float sampledivadd = mix(1.0,i/rings,bias); - - // begin performance-unfriendly (but nice-looking) removal of fully-focused foreground samples - if (foregroundcleanup) - { - float sampledepth = linearize(texture2D(depthTex, samplecoord).x); - int depthweight = (sampledepth > depth) ? 1 : 0; - float sampleblur = bluramount(sampledepth, fDepth); - - float weight = clamp(depthweight + sampleblur, 0, 1); - samplecoloradd *= weight; - sampledivadd *= weight; - } - - // add sample values - samplecolor += samplecoloradd; - samplediv += sampledivadd; - } - -/*#define BLURONSHARPCHECK - #ifdef BLURONSHARPCHECK - for (int k = j; k < ringsamples * 2; k += 1) - { - float pw = (cos(k*step)*i); - float ph = (sin(k*step)*i); - - vec2 samplecoord = v_tex + vec2(pw*w2,ph*h2); - - float sampledepth = linearize(texture2D(depthTex, samplecoord).x); - int depthweight = (sampledepth > depth) ? 0 : 1; - float sampleblur = bluramount(sampledepth, fDepth); - - vec3 coladd = color(samplecoord,sampleblur)*mix(1.0,i/rings,bias); - float sadd = mix(1.0,i/rings,bias); - - float weight = (sampleblur > blur) ? clamp(depthweight * (0.2 - blur) * (float(k) / ringsamples / 2) * sampleblur, 0, 1) : 0.0; - coladd *= weight; - sadd *= weight; - - samplecolor += coladd; - samplediv += sadd; - } - #endif*/ - } - - samplecolor /= samplediv; //divide by sample count - - if (showFocus) - { - samplecolor = debugFocus(samplecolor, blur, depth); - } - - if (vignetting) - { - samplecolor *= vignette(); - } - - gl_FragColor.rgb = samplecolor; - gl_FragColor.a = 1.0; - - #ifdef DEBUGVISUALIZATION - gl_FragColor.rgb = vec3(20 - (texture2D(depthTex, v_tex).x * 20)); - - if (v_tex.x < 0.501 && v_tex.x > 0.499) - { - gl_FragColor.rgb += vec3(0.1); - } - if (v_tex.y < 0.501 && v_tex.y > 0.499) - { - gl_FragColor.rgb += vec3(0.1); - } - - if (blur == 0) - { - gl_FragColor.rgb += vec3(0.05); - } - #endif -} \ No newline at end of file Index: ps/trunk/binaries/data/mods/public/maps/random/rmgen/environment.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/rmgen/environment.js (revision 15500) +++ ps/trunk/binaries/data/mods/public/maps/random/rmgen/environment.js (revision 15501) @@ -1,135 +1,135 @@ //////////////////////////////////////////////////////////////////////////// // Sky + lighting //////////////////////////////////////////////////////////////////////////// // Set skyset function setSkySet(set) { g_Environment.SkySet = set; } // Set sun colour RGB function setSunColour(r, g, b) { g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set sun elevation function setSunElevation(e) { g_Environment.SunElevation = e; } // Set sun rotation function setSunRotation(r) { g_Environment.SunRotation = r; } // Set terrain ambient colour RGB (0-1) function setTerrainAmbientColour(r, g, b) { g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set terrain ambient colour RGB (0-1) function setUnitsAmbientColour(r, g, b) { g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } //////////////////////////////////////////////////////////////////////////// // Water //////////////////////////////////////////////////////////////////////////// // Set water colour RGB (0,1) function setWaterColour(r, g, b) { g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set water tint RGB (0,1) function setWaterTint(r, g, b) { g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set water height function setWaterHeight(h) { g_Environment.Water.WaterBody.Height = h; WATER_LEVEL_CHANGED = true; } // Set water waviness function setWaterWaviness(w) { g_Environment.Water.WaterBody.Waviness = w; } // Set water murkiness function setWaterMurkiness(m) { g_Environment.Water.WaterBody.Murkiness = m; } // Set water type function setWaterType(m) { g_Environment.Water.WaterBody.Type = m; } // Set wind angle for water (thus direction of waves) function setWindAngle(m) { g_Environment.Water.WaterBody.WindAngle = m; } // Set fog factor (0,1) function setFogFactor(s) { g_Environment.Fog.FogFactor = s / 100.0; } // Set fog thickness (0,1) function setFogThickness(s) { g_Environment.Fog.FogThickness = s; } // Set fog color RGB (0,1) function setFogColor(r, g, b) { g_Environment.Fog.FogColor = { "r" : r, "g" : g, "b" : b, "a" : 0}; } // Set postproc brightness (0,1) function setPPBrightness(s) { g_Environment.Postproc.Brightness = s - 0.5; } // Set postproc contrast (0,1) function setPPContrast(s) { g_Environment.Postproc.Contrast = s + 0.5; } // Set postproc saturation (0,1) function setPPSaturation(s) { g_Environment.Postproc.Saturation = s * 2; } // Set postproc bloom (0,1) function setPPBloom(s) { g_Environment.Postproc.Bloom = (1 - s) * 0.2; } -// Set postproc effect ("default", "hdr", "DOF", "HQDOF") +// Set postproc effect ("default", "hdr", "DOF") function setPPEffect(s) { g_Environment.Postproc.PostprocEffect = s; } \ No newline at end of file