mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
Merge branch 'fuzz_software' into gzdoom
This commit is contained in:
commit
4c0dce875f
7 changed files with 62 additions and 2 deletions
|
@ -177,6 +177,7 @@ bool FRenderState::ApplyShader()
|
|||
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
|
||||
activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
|
||||
activeShader->muClipSplit.Set(mClipSplit);
|
||||
activeShader->muViewHeight.Set(viewheight);
|
||||
|
||||
if (mGlowEnabled)
|
||||
{
|
||||
|
|
|
@ -73,7 +73,7 @@ CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
|
||||
{
|
||||
if (self < 0 || self > 7) self = 0;
|
||||
if (self < 0 || self > 8) self = 0;
|
||||
}
|
||||
|
||||
EXTERN_CVAR (Float, transsouls)
|
||||
|
|
|
@ -254,6 +254,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
muClipHeight.Init(hShader, "uClipHeight");
|
||||
muClipHeightDirection.Init(hShader, "uClipHeightDirection");
|
||||
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
|
||||
muViewHeight.Init(hShader, "uViewHeight");
|
||||
muTimer.Init(hShader, "timer");
|
||||
|
||||
lights_index = glGetUniformLocation(hShader, "lights");
|
||||
|
@ -392,6 +393,7 @@ static const FDefaultShader defaultshaders[]=
|
|||
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"},
|
||||
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"},
|
||||
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"},
|
||||
{"Software Fuzz", "shaders/glsl/fuzz_software.fp"},
|
||||
{NULL,NULL}
|
||||
};
|
||||
|
||||
|
|
|
@ -284,6 +284,7 @@ class FShader
|
|||
FBufferedUniform1f muClipHeight;
|
||||
FBufferedUniform1f muClipHeightDirection;
|
||||
FBufferedUniform1f muAlphaThreshold;
|
||||
FBufferedUniform1i muViewHeight;
|
||||
FBufferedUniform1f muTimer;
|
||||
|
||||
int lights_index;
|
||||
|
@ -397,7 +398,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
#define FIRST_USER_SHADER 12
|
||||
#define FIRST_USER_SHADER 13
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
|
@ -2120,6 +2120,7 @@ OptionValue "FuzzStyle"
|
|||
4, "$OPTVAL_TRANSLUCENTFUZZ"
|
||||
6, "$OPTVAL_NOISE"
|
||||
7, "$OPTVAL_SMOOTHNOISE"
|
||||
8, "$OPTVAL_SOFTWARE"
|
||||
//5, "$OPTVAL_JAGGEDFUZZ" I can't see any difference between this and 4 so it's disabled for now.
|
||||
}
|
||||
|
||||
|
|
52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
|
@ -0,0 +1,52 @@
|
|||
// Fuzz effect as rendered by the software renderer
|
||||
uniform float timer;
|
||||
|
||||
#define FUZZTABLE 50
|
||||
#define FUZZ_RANDOM_X_SIZE 100
|
||||
#define FRACBITS 16
|
||||
#define fixed_t int
|
||||
|
||||
int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
|
||||
{
|
||||
75, 76, 21, 91, 56, 33, 62, 99, 61, 79,
|
||||
95, 54, 41, 18, 69, 43, 49, 59, 10, 84,
|
||||
94, 17, 57, 46, 9, 39, 55, 34,100, 81,
|
||||
73, 88, 92, 3, 63, 36, 7, 28, 13, 80,
|
||||
16, 96, 78, 29, 71, 58, 89, 24, 1, 35,
|
||||
52, 82, 4, 14, 22, 53, 38, 66, 12, 72,
|
||||
90, 44, 77, 83, 6, 27, 48, 30, 42, 32,
|
||||
65, 15, 97, 20, 67, 74, 98, 85, 60, 68,
|
||||
19, 26, 8, 87, 86, 64, 11, 37, 31, 47,
|
||||
25, 5, 50, 51, 23, 2, 93, 70, 40, 45
|
||||
};
|
||||
|
||||
int fuzzoffset[FUZZTABLE] =
|
||||
{
|
||||
6, 11, 6, 11, 6, 6, 11, 6, 6, 11,
|
||||
6, 6, 6, 11, 6, 6, 6, 11, 15, 18,
|
||||
21, 6, 11, 15, 6, 6, 6, 6, 11, 6,
|
||||
11, 6, 6, 11, 15, 6, 6, 11, 15, 18,
|
||||
21, 6, 6, 6, 6, 11, 6, 6, 11, 6
|
||||
};
|
||||
|
||||
vec4 ProcessTexel()
|
||||
{
|
||||
vec2 texCoord = vTexCoord.st;
|
||||
vec4 basicColor = getTexel(texCoord);
|
||||
|
||||
// Ideally fuzzpos would be an uniform and differ from each sprite so that overlapping demons won't get the same shade for the same pixel
|
||||
int next_random = int(abs(mod(timer * 35.0, float(FUZZ_RANDOM_X_SIZE))));
|
||||
int fuzzpos = (/*fuzzpos +*/ fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
|
||||
|
||||
int x = int(gl_FragCoord.x);
|
||||
int y = int(gl_FragCoord.y);
|
||||
|
||||
fixed_t fuzzscale = (200 << FRACBITS) / uViewHeight;
|
||||
int scaled_x = (x * fuzzscale) >> FRACBITS;
|
||||
int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
|
||||
fixed_t fuzzcount = FUZZTABLE << FRACBITS;
|
||||
fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
|
||||
float alpha = float(fuzzoffset[fuzz >> FRACBITS]) / 32.0;
|
||||
|
||||
return vec4(0.0, 0.0, 0.0, basicColor.a * alpha);
|
||||
}
|
|
@ -48,6 +48,9 @@ uniform float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
|
|||
// dynamic lights
|
||||
uniform int uLightIndex;
|
||||
|
||||
// Software fuzz scaling
|
||||
uniform int uViewHeight;
|
||||
|
||||
// quad drawer stuff
|
||||
#ifdef USE_QUAD_DRAWER
|
||||
uniform mat4 uQuadVertices;
|
||||
|
|
Loading…
Reference in a new issue