Garry's Mod

Garry's Mod

GShader Library
21–30/94 bejegyzés mutatása
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Frissítés: szept. 27. @ 10:48

ACRCW base fix

if ArcCW then local function FixACRCWBase(class) class = class or "arccw_base" local ENT = weapons.GetStored(class) old_DrawHolosight = old_DrawHolosight or ENT.DrawHolosight old_FormCheapScope = old_FormCheapScope or ENT.FormCheapScope local function depthBufferCheck() local rt = render.GetRenderTarget() return rt and rt:GetName() == "_rt_resolvedfullframedepth" end function ENT:DrawHolosight(...) if depthBufferCheck() then return end old_DrawHolosight(self, ...) end function ENT:FormCheapScope(...) if depthBufferCheck() then return end old_FormCheapScope(self, ...) end weapons.Register(ENT, class) end for k,v in pairs(weapons.GetList()) do if v.Base == "arccw_base" then print(v.Base) FixACRCWBase(v.ClassName) end end FixACRCWBase() end

Frissítés: szept. 27. @ 8:53

Small update for ARCCW

Frissítés: szept. 27. @ 8:50

Small update for ARC9

Frissítés: szept. 23. @ 6:04

FAS2 adaptation

Frissítés: szept. 23. @ 5:29

Fog optimisation

Frissítés: szept. 21. @ 18:16

- Fog Mask optimisation.
New function:

function shaderlib.GetViewProjZ(viewData) if !ismatrix(viewData) then viewData = shaderlib.GetViewProjMatrix(viewData) end return Vector4( viewData:GetField( 3,1 ), viewData:GetField( 3,2 ), viewData:GetField( 3,3 ), viewData:GetField( 3,4 ) ) end

Frissítés: szept. 21. @ 13:25

- Fixed Physgun effect
- Added Normal two pass smooth (Guided filter)

Frissítés: szept. 15. @ 6:07

Fixed bugs

Frissítés: szept. 14. @ 6:26

Fixed linux errors.

Frissítés: szept. 14. @ 6:24

GShader library update
Several methods for obtaining _rt_Bump (RGB888) bumps from color shades in the current frame have been developed. Edge defect elimination methods from normal reconstruction methods have been applied:
- Simple: Bumps are obtained by just one texture sampling, which is suitable for integrated video cards, but has poor quality (4th screen).
- 3TAP: TAP methods are a balance between quality and performance (1st screen).
- 4TAP
- Accurate: The best method for bump reconstruction. It eliminates defects on the edges of geometry when creating bumps (3rd screen).

The choice of bump reconstruction type depends on the choice of normal reconstruction. That is, the type of reconstruction you choose for normals will be applied to bumps. Exception: The Improved method for creating bumps has not yet been developed. This method would be second in quality after the Accurate method. The Improved method will be developed in the future.

The bump render target will be useful in the future for creating:
- Screen Space Reflexions (SSR) - to achieve better reflections.
- Screen Space Directional Occlusion (SSDO) or Screen Space Global Illumination (SSGI) - to create more realistic lighting.
- If desired, you can also calculate lighting from dynamic light sources Paraboloid Point Light, if there are any brave souls.

I recommend converting _rt_Bump to tangent space using the _rt_NormalsTangents render target during shader development, or working in screen space.