Garry's Mod

Garry's Mod

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GShader Library
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Content Type: Addon
Addon Type: Tool
Addon Tags: Scenic
File Size
Posted
Updated
99.672 KB
5 Aug @ 6:08am
26 Aug @ 5:41pm
43 Change Notes ( view )

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GShader Library

Description
GShader Library
— a shader library that serves as the foundation for creating Deferred Renderer (shading & lighting) shaders, acting as a convenient tool for creating advanced post-processing effects.

Brief list of textures in the addon:
  • _rt_WPDepth
  • _rt_NormalsTangents
  • _rt_Velocity
  • _rt_ResolvedFullFrameDepth

The addon includes:
  • Reconstruction of WorldPos, WorldNormals and Tangents from _rt_ResolvedFullFrameDepth.
  • Normal smoothing.
  • Increasing the bit depth of the depth buffer _rt_ResolvedFullFrameDepth.
  • View and projection matrices: View, Proj, ViewProj. For perspective and orthogonal projection.
  • Newly discovered texture formats that allow more flexible work with shaders.
  • Encoding Normals and Tangents into a single texture, packing WorldPos and Depth, which will fit within the 4-texture limit in screenspace_general.
  • Choice of normal reconstruction method[wickedengine.net]: Simple, 3 Tap, Improved, Accurate[atyuwen.github.io].
  • Function shaderlib.DrawScreenQuad() with Multiple Render Target support.
  • Function shaderlib.DrawVertexScreenQuad() with input data to vertex shader and MRT support. More info here: Example 6[github.com].
  • Velocity Buffer.

Encoding Normals and Tangents
Normals and Tangents are stored in the render target _rt_NormalsTangents, where:
  • .RG — Normals
  • .B — Tangents
  • .A — Sign: A value of 1 or -1. It will help you with lighting and creating Post-Process Parallax Mapping.
Normals are encoded using Octahedron normal vector encoding [knarkowicz.wordpress.com]
Normal decoding is done via the function:
float3 Decode(float2 f) { f = f * 2.0 - 1.0; // https://twitter.com/Stubbesaurus/status/937994790553227264 float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); float t = saturate(-n.z); n.xy += n.xy >= 0.0 ? -t : t; return normalize(n); }
Tangents are encoded using Diamond Encoding [www.jeremyong.com]
Tangent decoding is done via the function:
float2 decode_diamond(float p) { float2 v; // Remap p to the appropriate segment on the diamond float p_sign = sign(p - 0.5f); v.x = -p_sign * 4.f * p + 1.f + p_sign * 2.f; v.y = p_sign * (1.f - abs(v.x)); // Normalization extends the point on the diamond back to the unit circle return normalize(v); } float3 decode_tangent(float3 normal, float diamond_tangent) { // As in the encode step, find our canonical tangent basis span(t1, t2) float3 t1; if (abs(normal.y) > abs(normal.z)) { t1 = float3(normal.y, -normal.x, 0.f); } else { t1 = float3(normal.z, 0.f, -normal.x); } t1 = normalize(t1); float3 t2 = cross(t1, normal); // Recover the coordinates used with t1 and t2 float2 packed_tangent = decode_diamond(diamond_tangent); return packed_tangent.x * t1 + packed_tangent.y * t2; }

Example of working with _rt_NormalsTangents:
float4 normals_tangets = tex2D(NormalTangentBuffer,uv); float flipSign = normals_tangets.a; float3 worldNormal = Decode(normals_tangets.xy); float3 tangents = decode_tangent(worldNormal, normals_tangets.z); float3 binormals = normalize(cross(worldNormal,tangents))* flipSign; float3x3 TBN = float3x3(tangents, binormals, worldNormal);

Packing WorldPos and Depth
WorldPos and Depth are stored in the render target _rt_WPDepth, where:
  • .RGB1/WorldPos: This means that WorldPos is packed into values <1. To unpack, use float3 worldPos = 1/tex2D(WPDepthBuffer,uv).xyz; in the shader.
  • .A — Depth

NOTE:
The depth buffer does not write translucent objects, so you will most likely render shaders in the PreDrawTranslucentRenderables [wiki.facepunch.com] hook.

Special thanks to:
Meetric [github.com] — WorldPos reconstruction.
notunknowndude— the idea to improve the depth buffer.
puwada — the tip about texture format compatibility and DirectX.
LVutner [github.com] — implementation Velocity Buffer encoding of CryTeck method.

Links:

Originally posted by devonium:
SHADERS FOR EVERYONE!!!! i have no idea wtf is going on

P.S. Shader examples are not in the addon. Screenshots show what the GShader library allows you to do.
Popular Discussions View All (10)
29
11 Aug @ 4:06pm
Why is there a DMCA notice on this Addon?
CosmicInterloper
6
8 Aug @ 11:42am
How this works как это работает?
Tixon-11
6
6 Aug @ 11:51am
can someone send a shader from this addon if there is one?
ModestShoducks
333 Comments
Endangered Luke-Crab 4 hours ago 
@Evgeny Akabenko every last mw base weapon, even my pm's hands are invisible when using them
λ LIFE IS PAIN! λ 20 hours ago 
is there complicating instructions and steps to make this work or does it work with the subscribe button?
Cappa 21 hours ago 
nvm i got it. gmod loves being difficult with addons
Cappa 21 hours ago 
The GShader library and GShader settings are not appearing in game. and no errors are coming up with the mod so i am not sure why it's not working
Designated Kitty 03-052 23 hours ago 
It makes the enhanced camera legs have a duplicate body that lags around when you move.
fawn希望 23 hours ago 
Great work! However it seems to have problems with this addon:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3386878739
The legs no longer draw when GShader is installed.
Evgeny Akabenko  [author] 26 Aug @ 9:05am 
Fixed TFA flashlight glitching :buckshotblank::buckshotlive:
Evgeny Akabenko  [author] 26 Aug @ 7:59am 
@Endangered Luke-Crab what is a specifically weapons? Or are all MW base weapons invisible?
:spycon::spycon::spycon::spycon::spycon::spycon:
Evgeny Akabenko  [author] 26 Aug @ 7:59am 
@hl1x I'm not sure that motion blur in gmod uses velocity buffer.

Even motion blur on camera velocity buffer will be better than the current one.

But now in GShader lib velocity buffer works only with camera rotation (old and new projection view matrix). That is, the movements of vertices on the screen are not taken into account.
射灯ταυ♿ 26 Aug @ 7:56am 
@Evgeny Akabenko thx