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 @@
-
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-
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\ 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