Updates to the OP with some additions and revisions coming sometime soon once I get everything sorted out (also to claim last post so thread won't end up having to be reposted). Also, I took down the mirror intentionally for the time being; most things are still available anyways or weren't included in the first place though Hata's Shader Toggle got a silent update.
tried a panorama screenshot
shader code will get posted for stuff like normals and depth
Also, tools I found for generating custom poisson disc distributions for port's most recent soft shadow release
Original:
http://www.coderhaus.com/?p=11Improved version:
http://2dbros.com/projects.html > Ctrl + F "Poisson Disk Generator"
Brick Tesselation link is down, so here's an archive:
http://web.archive.org/web/20160117093136/http://jashost.net/add-ons.html (download is unavailable, only information)
Older ReShade versions:
https://reshade.me/forum/general-discussion/294-reshade-repository-new-hostReShade shaders:
https://reshade.me/forum/shader-presentationnew: I got blending working (I think) for my edit of port's latest shader with an ultra mode
meanwhile, relevant code before i release an updated version (trust me it'll be cleaned up when released):
float shadowCoef()
{
vec4 shadow_coordA = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 shadow_coordB = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float blend = 0.0f;
calculateShadowCoords(shadow_coordA, shadow_coordB, blend);
float rn = (poissonSample(shadow_coordA, primarySampleDistance) + poissonSample(shadow_coordA, secondarySampleDistance)) / 2;
//float sampleA = poissonSample(shadow_coordA, primarySampleDistance);
float sampleA = rn;
if (blend > 0.0f && ultraMode)
{
float rnd = (poissonSample(shadow_coordB, primarySampleDistance) + poissonSample(shadow_coordB, secondarySampleDistance)) / 2;
//float sampleB = poissonSample(shadow_coordB, primarySampleDistance);
float sampleB = rnd;
return clamp((sampleB * blend) + (sampleA * (1.0f - blend)), 0.0f, 1.0f);
}
//if (!ultraMode)
//return (sampleA + sampleB) * exposureFactor;
else
return sampleA;
}
« Last Edit: December 22, 2016, 11:26:01 PM by QuadStorm »
using x ? y : n, a ultra mode switch with blending works, but trying for a point light 'fix' (with them being too bright at times) other than a simple flat reduction hasn't come up with anything
« Last Edit: December 24, 2016, 02:09:18 AM by QuadStorm »
As promised:
http://pastebin.com/JtN9DcSF, use with this vert shader:
http://pastebin.com/6FF4JQN1.