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- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
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16333320d0
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a23e5f49f6
7 changed files with 62 additions and 2 deletions
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@ -177,6 +177,7 @@ bool FRenderState::ApplyShader()
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muViewHeight.Set(viewheight);
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if (mGlowEnabled)
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{
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@ -73,7 +73,7 @@ CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 7) self = 0;
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if (self < 0 || self > 8) self = 0;
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}
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EXTERN_CVAR (Float, transsouls)
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@ -254,6 +254,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muClipHeight.Init(hShader, "uClipHeight");
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muClipHeightDirection.Init(hShader, "uClipHeightDirection");
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muAlphaThreshold.Init(hShader, "uAlphaThreshold");
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muViewHeight.Init(hShader, "uViewHeight");
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muTimer.Init(hShader, "timer");
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lights_index = glGetUniformLocation(hShader, "lights");
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@ -392,6 +393,7 @@ static const FDefaultShader defaultshaders[]=
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{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"},
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{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"},
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{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"},
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{"Software Fuzz", "shaders/glsl/fuzz_software.fp"},
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{NULL,NULL}
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};
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@ -284,6 +284,7 @@ class FShader
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FBufferedUniform1f muClipHeight;
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FBufferedUniform1f muClipHeightDirection;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform1i muViewHeight;
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FBufferedUniform1f muTimer;
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int lights_index;
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@ -397,7 +398,7 @@ public:
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}
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};
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#define FIRST_USER_SHADER 12
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#define FIRST_USER_SHADER 13
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enum
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{
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@ -2111,6 +2111,7 @@ OptionValue "FuzzStyle"
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4, "$OPTVAL_TRANSLUCENTFUZZ"
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6, "$OPTVAL_NOISE"
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7, "$OPTVAL_SMOOTHNOISE"
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8, "$OPTVAL_SOFTWARE"
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//5, "$OPTVAL_JAGGEDFUZZ" I can't see any difference between this and 4 so it's disabled for now.
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}
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52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
52
wadsrc/static/shaders/glsl/fuzz_software.fp
Normal file
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@ -0,0 +1,52 @@
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// Fuzz effect as rendered by the software renderer
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uniform float timer;
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#define FUZZTABLE 50
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#define FUZZ_RANDOM_X_SIZE 100
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#define FRACBITS 16
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#define fixed_t int
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int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
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{
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75, 76, 21, 91, 56, 33, 62, 99, 61, 79,
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95, 54, 41, 18, 69, 43, 49, 59, 10, 84,
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94, 17, 57, 46, 9, 39, 55, 34,100, 81,
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73, 88, 92, 3, 63, 36, 7, 28, 13, 80,
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16, 96, 78, 29, 71, 58, 89, 24, 1, 35,
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52, 82, 4, 14, 22, 53, 38, 66, 12, 72,
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90, 44, 77, 83, 6, 27, 48, 30, 42, 32,
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65, 15, 97, 20, 67, 74, 98, 85, 60, 68,
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19, 26, 8, 87, 86, 64, 11, 37, 31, 47,
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25, 5, 50, 51, 23, 2, 93, 70, 40, 45
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};
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int fuzzoffset[FUZZTABLE] =
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{
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6, 11, 6, 11, 6, 6, 11, 6, 6, 11,
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6, 6, 6, 11, 6, 6, 6, 11, 15, 18,
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21, 6, 11, 15, 6, 6, 6, 6, 11, 6,
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11, 6, 6, 11, 15, 6, 6, 11, 15, 18,
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21, 6, 6, 6, 6, 11, 6, 6, 11, 6
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};
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vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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// 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
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int next_random = int(abs(mod(timer * 35.0, float(FUZZ_RANDOM_X_SIZE))));
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int fuzzpos = (/*fuzzpos +*/ fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
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int x = int(gl_FragCoord.x);
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int y = int(gl_FragCoord.y);
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fixed_t fuzzscale = (200 << FRACBITS) / uViewHeight;
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int scaled_x = (x * fuzzscale) >> FRACBITS;
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int fuzz_x = fuzz_random_x_offset[scaled_x % FUZZ_RANDOM_X_SIZE] + fuzzpos;
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fixed_t fuzzcount = FUZZTABLE << FRACBITS;
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fixed_t fuzz = ((fuzz_x << FRACBITS) + y * fuzzscale) % fuzzcount;
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float alpha = float(fuzzoffset[fuzz >> FRACBITS]) / 32.0;
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return vec4(0.0, 0.0, 0.0, basicColor.a * alpha);
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}
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@ -48,6 +48,9 @@ uniform float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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// dynamic lights
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uniform int uLightIndex;
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// Software fuzz scaling
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uniform int uViewHeight;
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// quad drawer stuff
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#ifdef USE_QUAD_DRAWER
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uniform mat4 uQuadVertices;
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