Compare commits
5 Commits
tavmod-4.4
...
tavmod
| Author | SHA1 | Date |
|---|---|---|
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78ade97517 | 5 months ago |
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9493a5dd32 | 1 year ago |
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889effa3c7 | 1 year ago |
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3c3ec67ab3 | 2 years ago |
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cbcbe34c41 | 3 years ago |
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@ -0,0 +1,79 @@
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# TA Demo Recorder and Community Patch
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||||
## LICENSE
|
||||
|
||||
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
|
||||
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2023 Axle1975, FunkyFr3sh
|
||||
Copyright (c) 2019 Xpoy
|
||||
Copyright (c) 2003 SJ, Yeha
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
|
||||
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Rime
|
||||
Copyright (c) 2003 SJ, Yeha
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
|
||||
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
|
||||
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2015 Chaos
|
||||
Copyright (c) 2003 Fnordia
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
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||||
@ -0,0 +1,361 @@
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ProTA 4.5 changelog (test version)
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------------------------------------
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GUI notes:
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||||
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- Edited title screen
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- Edited build menu side panel
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- Fixed campaign build menu glitches
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- Re-enabled unit limit slider in battleroom
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||||
Gameplay notes:
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||||
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- Fixed campaign AI not building
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- Fixed Core Mission 1, now has 1080p support
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||||
- Added missing special damages for seaplanes to Phoenix/Hurricane's laser
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||||
- Added missing special damages for seaplanes to Krogoth's rocket
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||||
- Fixed Core Adv Kbot Lab yardmap to allow units to leave from the sides better
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||||
- Improved Arm Hammer delay before firing
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||||
- Added .exe hacks:
|
||||
- Fix "Necro: Resurrection failed" misspelling
|
||||
- Prevent reclaiming feature sound from looping until finished (only plays it once)
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||||
- Correct the reclaim sound when VTOL starts reclaiming a unit
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||||
- Always show all player data at final scoreboard, even if they left
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||||
- Allow AI to build and fire nukes/anti nukes
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||||
- Prevent AI from infinitely queueing stockpile weapons
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||||
- Allow AI to turn off any energy-hungry appliances when energy is low
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- Increase number of build units (labs + construction + Commander himself) before AI Commanders go into repair patrol mode, from 5 to 10
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||||
Other notes:
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- CnC-DDraw 5.1.0.0 by FunkyFr3sh included in install
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- WGMUS 0.0.17 by MnHebi included in install
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- Moved CTRL+F2 menu to Settings.ini and ChatMacro.ini
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Commanders
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||||
------------------------------------
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Arm Commander:
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Increased death explosion AOE (550->580)
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Core Commander:
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||||
Increased death explosion AOE (550->580)
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||||
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||||
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Buildings
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||||
------------------------------------
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||||
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Arm Metal Storage:
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||||
Reduced metal cost (320->256)
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Core Metal Storage:
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Reduced metal cost (305->244)
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||||
Arm Hovercraft Platform:
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Reduced energy cost (3166->2111)
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Reduced metal cost (1364->1254)
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||||
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Core Hovercraft Platform:
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||||
Reduced energy cost (3252->2168)
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Reduced metal cost (1327->1210)
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||||
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Arm Underwater Metal Extractor:
|
||||
Reduced energy cost (1037->881)
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||||
Reduced metal cost (100->91)
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||||
Reduced health (330->280)
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||||
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||||
Core Underwater Metal Extractor:
|
||||
Reduced build time (4587->4357)
|
||||
Reduced energy cost (1059->900)
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||||
Reduced metal cost (95->87)
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||||
Reduced health (355->275)
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||||
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||||
Arm Underwater Metal Storage:
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||||
Reduced metal cost (360->288)
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||||
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||||
Core Underwater Metal Storage:
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||||
Reduced metal cost (350->280)
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||||
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||||
Arm Sentinel:
|
||||
Increased health (1200->1250)
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||||
Reduced range (550->500)
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||||
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||||
Core Gaat Gun:
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||||
Increased health (1230->1280)
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||||
Reduced range (550->500)
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||||
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||||
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||||
Kbots
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||||
------------------------------------
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||||
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||||
Arm Construction Kbot:
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||||
Increased build time (3358->3638)
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||||
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||||
Core Construction Kbot:
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||||
Increased build time (3490->3782)
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||||
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||||
Arm Rocko:
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||||
Removed guidance
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||||
Core Storm:
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||||
Removed guidance
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||||
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||||
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||||
Vehicles
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||||
------------------------------------
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||||
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||||
Arm Jeffy:
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||||
Increased aim speed (90->180)
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||||
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Core Weasel:
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||||
Increased aim speed (90->180)
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||||
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||||
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Aircraft
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||||
------------------------------------
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||||
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||||
Arm Thunder:
|
||||
Reduced speed (9->8.6)
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||||
Increased attack run length (120->160)
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||||
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||||
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||||
Hovercraft
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||||
------------------------------------
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||||
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||||
Arm Construction Hovercraft:
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||||
Reduced energy cost (3059->2841)
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||||
Reduced metal cost (277->267)
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||||
Reduced build time (6977->6296)
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||||
|
||||
Core Construction Hovercraft:
|
||||
Reduced energy cost (3118->2896)
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||||
Reduced metal cost (273->263)
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||||
Reduced build time (7333->6617)
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||||
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||||
Arm Skimmer:
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||||
Increased aim speed (150->240)
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||||
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||||
Core Scrubber:
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||||
Increased aim speed (150->240)
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||||
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||||
Arm Anaconda:
|
||||
Reduced build time (4463->4058)
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||||
Increased aiming speed (170->255)
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||||
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||||
Core Snapper:
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||||
Reduced build time (4710->4282)
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||||
Increased aiming speed (150->235)
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||||
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||||
Arm Swatter:
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||||
Reduced build time (3747->3372)
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||||
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||||
Core Slinger:
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||||
Reduced build time (3747->3372)
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||||
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||||
Arm Wombat:
|
||||
Reduced build time (5972->5380)
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||||
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||||
Core Nixer:
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||||
Reduced build time (6368->5737)
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||||
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||||
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||||
Seaplanes
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||||
------------------------------------
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||||
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||||
Arm Albatross:
|
||||
Changed death explosion (BIG_UNITEX -> SMALL_UNITEX) (50 damage, 110 AOE -> 30 damage, 30 AOE)
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||||
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||||
Core Typhoon:
|
||||
Changed death explosion (BIG_UNITEX -> SMALL_UNITEX) (50 damage, 110 AOE -> 30 damage, 30 AOE)
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||||
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||||
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||||
Advanced Buildings
|
||||
------------------------------------
|
||||
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||||
Arm Adv. Aircraft Plant
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||||
Increased metal cost (2210->2341)
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||||
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||||
Core Adv. Aircraft Plant
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||||
Increased metal cost (2191->2410)
|
||||
|
||||
Arm Moho Mine:
|
||||
Increased energy cost (2897->4350)
|
||||
Increased metal cost (502->754)
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||||
Increased build time (11905->17875)
|
||||
|
||||
Core Moho Mine:
|
||||
Increased energy cost (3010->4561)
|
||||
Increased metal cost (483->725)
|
||||
Increased build time (10823->16250)
|
||||
|
||||
Arm Cloakable Fusion Reactor:
|
||||
Increased energy cost (42058->52573)
|
||||
Increased metal cost (5420->6775)
|
||||
Increased build time (105487->131859)
|
||||
Increased energy production (1000->1250)
|
||||
|
||||
Core Cloakable Fusion Reactor:
|
||||
Increased energy cost (46225->57781)
|
||||
Increased metal cost (5321->6651)
|
||||
Increased build time (111874->139843)
|
||||
Increased energy production (1050->1300)
|
||||
|
||||
Arm Big Bertha:
|
||||
Increased reload time (7.5->8)
|
||||
|
||||
Core Intimidator:
|
||||
Increased accuracy (750->625)
|
||||
Increased reload time (8->8.5)
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||||
|
||||
Arm Annihilator:
|
||||
Reduced energy per shot (2000->1500)
|
||||
Increased health (2820->2960)
|
||||
|
||||
Arm Stunner:
|
||||
Increased area of effect (512->640)
|
||||
|
||||
Core Neutron:
|
||||
Increased area of effect (512->640)
|
||||
|
||||
Arm Retaliator:
|
||||
Increased area of effect (512->640)
|
||||
|
||||
Core Silencer:
|
||||
Increased area of effect (512->640)
|
||||
|
||||
|
||||
Advanced Kbots
|
||||
------------------------------------
|
||||
|
||||
Core Pyro:
|
||||
Reduced health (1400->1350)
|
||||
|
||||
Core Gimp:
|
||||
Changed AA missile to AA only
|
||||
Reduced missile reload time (4->2)
|
||||
Increased missile damage to air (80->90)
|
||||
Increased weapon velocity (900->1000)
|
||||
Increased weapon acceleration (300->350)
|
||||
Reduced turn rate (700->600)
|
||||
|
||||
Arm Fido:
|
||||
Reduced build time (8661->8120)
|
||||
Increased health (1250->1300)
|
||||
Converted to triple shot burst weapon
|
||||
Reduced damage per shot (140->65)
|
||||
Increased DPS (53.85->75)
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||||
Reduced bullet velocity (400->350)
|
||||
|
||||
Core Morty:
|
||||
Reduced damage per shot (80->65)
|
||||
Reduced reload time (1.6->1.45)
|
||||
Reduced DPS (50->44.82)
|
||||
|
||||
Core Can:
|
||||
Increased speed (0.8->0.85)
|
||||
|
||||
Core Dominator:
|
||||
Increased build time (10382->11420)
|
||||
Reduced speed (1.1->1)
|
||||
Reduced turn rate (700->600)
|
||||
Reduced health (1550->1500)
|
||||
|
||||
Arm Shooter:
|
||||
Increased energy cost (8976->10309)
|
||||
Reduced damage per shot (1500->1250)
|
||||
Reduced reload time (10->9)
|
||||
Reduced DPS (150->138.88)
|
||||
|
||||
Core Sumo:
|
||||
Increased energy cost (5987->11974)
|
||||
Increased build time (15365->19206)
|
||||
Reduced health (5500->5000)
|
||||
Reduced damage per shot (420->400)
|
||||
Increased reload time (1.75->2)
|
||||
Reduced DPS (240->200)
|
||||
|
||||
|
||||
Advanced Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Panther:
|
||||
Reduced range (200->190)
|
||||
|
||||
Arm Triton:
|
||||
Reduced health (2400->2276)
|
||||
|
||||
Core Crock:
|
||||
Reduced health (2288->2174)
|
||||
|
||||
Core Diplomat:
|
||||
Increased rocket weapon velocity (575->600)
|
||||
Increased rocket weapon acceleration (76->80)
|
||||
|
||||
Arm Penetrator:
|
||||
Increased energy cost (6991->11360)
|
||||
|
||||
Core Goliath:
|
||||
Increased build time (12947->13410)
|
||||
Increased energy cost (3906->7812)
|
||||
Increased turn rate (206->270)
|
||||
Increased aim speed (80->115)
|
||||
|
||||
Arm Phalanx:
|
||||
Increased health (1273->1397)
|
||||
|
||||
Core Copperhead:
|
||||
Increased health (1404->1541)
|
||||
|
||||
|
||||
Advanced Aircraft
|
||||
------------------------------------
|
||||
|
||||
Arm Phoenix:
|
||||
Increased energy cost (7624->8768)
|
||||
Increased build time (16064->17670)
|
||||
|
||||
Core Hurricane:
|
||||
Increased energy cost (8050->8855)
|
||||
Increased build time (16269->17896)
|
||||
|
||||
Arm Lancet:
|
||||
Increased turn rate (420->462)
|
||||
Increased weapon velocity (150->175)
|
||||
Reduced reload time (8.5->4.25)
|
||||
|
||||
Core Titan:
|
||||
Increased turn rate (409->450)
|
||||
Increased weapon velocity (150->175)
|
||||
Reduced reload time (9->4.5)
|
||||
|
||||
|
||||
Advanced Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Ranger:
|
||||
Increased radar distance (0->1250)
|
||||
Increased missile weapon velocity (450->650)
|
||||
Increased missile start velocity (430->450)
|
||||
Reduced rocket reload time (12->10)
|
||||
Increased brake rate (0.032->0.064)
|
||||
|
||||
Core Hydra:
|
||||
Increased missile weapon velocity (450->650)
|
||||
Increased missile start velocity (400->450)
|
||||
Reduced rocket reload time (11->9)
|
||||
Increased brake rate (0.03->0.06)
|
||||
|
||||
Arm Archer:
|
||||
Increased missile weapon velocity (450->650)
|
||||
Increased missile start velocity (430->450)
|
||||
|
||||
Core Shredder:
|
||||
Increased missile weapon velocity (450->650)
|
||||
Increased missile start velocity (430->450)
|
||||
|
||||
Arm Piranha:
|
||||
Reduced build time (17767->15102)
|
||||
|
||||
Core Shark:
|
||||
Reduced build time (17529->14900)
|
||||
@ -0,0 +1,632 @@
|
||||
ProTA 4.6 changelog
|
||||
------------------------------------
|
||||
|
||||
Gameplay notes:
|
||||
|
||||
- Added new units: Arm/Core Underwater Moho Mine
|
||||
- Added new units: Arm/Core Underwater Moho Metal Maker
|
||||
- Added auto unload scripts for sea/hover transports
|
||||
- Added rotated versions of Arm Big Bertha/Core Intimidator to improve balance when turning to aim the first shot
|
||||
- Added rotated versions of Arm Vulcan/Core Buzzsaw to improve balance when turning to aim the first shot
|
||||
- Fixed incorrect footprint for Arm/Core Advanced Construction Sub which stopped them moving close to each other
|
||||
- Added Commander build menus to Decoy Commanders
|
||||
- Added .exe hacks:
|
||||
- Allow weapons to acquire targets while reclaiming a unit
|
||||
- Allow weapons to acquire targets while capturing a unit
|
||||
- Allow weapons to acquire targets while repairing a unit
|
||||
- Allow weapons to acquire targets while assist-nanolating a new unit
|
||||
- Allow weapons to acquire targets while building a new unit
|
||||
- Patches main rendering function to draw player 11 features regardless of LOS (see engine notes)
|
||||
- Enable mex snap and set its default (3) and maximum (3) radius (see engine notes)
|
||||
- Enable wreck snap and set its default (1) and maximum (1) radius (see engine notes)
|
||||
- Removed units from CTRL+S/CTRL+W hotkeys (see engine notes):
|
||||
- Arm Bear
|
||||
- Arm Eraser
|
||||
- Arm Escort
|
||||
- Arm Fibber
|
||||
- Arm Hulk
|
||||
- Arm Infiltrator
|
||||
- Arm Invader
|
||||
- Arm Jammer
|
||||
- Arm Marky
|
||||
- Arm Scarab
|
||||
- Arm Seer
|
||||
- Core Deleter
|
||||
- Core Envoy
|
||||
- Core Hedgehog
|
||||
- Core Informer
|
||||
- Core Parasite
|
||||
- Core Phantom
|
||||
- Core Roach
|
||||
- Core Spectre
|
||||
- Core Turtle
|
||||
- Core Voyeur
|
||||
- Removed units from CTRL+F hotkey (see engine notes):
|
||||
- Arm Protector
|
||||
- Arm Retaliator
|
||||
- Arm Stunner
|
||||
- Core Fortitude
|
||||
- Core Neutron
|
||||
- Core Silencer
|
||||
|
||||
GUI notes:
|
||||
|
||||
- Added arrows to Arm Big Bertha/Core Intimidator build pictures to build rotated versions
|
||||
- Added arrows to Arm Vulcan/Core Buzzsaw build pictures to build rotated versions
|
||||
- Fixed cursor animation speed
|
||||
- Added +noshake and .ready buttons to sharing menu (see engine notes)
|
||||
- Added .autopause button to battleroom screen (see engine notes)
|
||||
- Added clock and weather report (wind and tidal strength) on top resource panel (see engine notes)
|
||||
|
||||
Engine notes:
|
||||
|
||||
- Updated to new TA engine v2024.3.25 (see tdraw.txt for new features in detail)
|
||||
|
||||
NEW FEATURES IN BRIEF:
|
||||
|
||||
- Set start positions based on battleroom teams (or alliances)
|
||||
- Repair battleroom team icons so they can be used to create teams before launching game
|
||||
- Add +autoteam battleroom and in-game commands to automatically assign teams
|
||||
- Add +randomteam battleroom command to automatically assign random teams
|
||||
- Add .exereport battleroom command to report CRC32 of each player's totala.exe
|
||||
- Add .tdreport battleroom command to report CRC32 of each player's tdraw.dll
|
||||
- Add .tpreport battleroom command to report CRC32 of each player's tplayx.dll
|
||||
- Add .gp3report battleroom command to report CRC32 of each player's rev31.gp3
|
||||
- Add .crcreport battleroom command to report fingerprints of each player's totala.exe, tdraw.dll, tplayx.dll and rev31.gp3 file all at once
|
||||
- ClickSnap to snap to nearest mex, geo or reclaimable feature
|
||||
- Add ability to drag queued orders around the map
|
||||
- Con units patrol behaviour - hold position: reclaim only
|
||||
- Fix the "ghost com" bug (remote commanders appear in top left of map during first 50sec of game)
|
||||
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
|
||||
- Option to render DTs and fortwalls that belong to the map (not built by a player)
|
||||
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
|
||||
- Show clock and weather report (wind and tidal strength) on top resource panel
|
||||
- Sync wind speed across all players
|
||||
- Set default resolution on new installs to 1024x768 (.ini setting "DisplayModeMinHeight768 = TRUE/FALSE")
|
||||
- Disable relay of F11 chatmacro text to other players
|
||||
- Enable start button in multiplayer lobby if only one player + AI are present
|
||||
- Add +noshake and .ready buttons to sharing menu
|
||||
- Add .autopause button to battleroom screen
|
||||
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
|
||||
- Prevent +logo commands from affecting other players
|
||||
- Ctrl-B doesn't select aircraft carriers
|
||||
- Ctrl-F centres view on selected factory
|
||||
- Ctrl-S works correctly with mobile-units-can-build-mobile-units hack
|
||||
- Set +lostype as a cheatcode (not available unless cheats enabled)
|
||||
- Look for ddraw.dll in current working directory as backend, or failing that use system ddraw.dll
|
||||
- Use the same .ini file as TotalA.exe
|
||||
- Use the same registry path as TotalA.exe
|
||||
- Add FPS counter to megamap, increase megamap FPS
|
||||
- Fix blue background on scoreboard
|
||||
- Grey background on mega map to distinguish from unmapped area
|
||||
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
|
||||
- Improve responsiveness of whiteboard marker movements sent to remote players
|
||||
- Render cursor while in megamap
|
||||
- Fix crash when removing markers
|
||||
- Fix crash on simultaneous whiteboard marker move and delete
|
||||
- Fix rare crash on TA Hook line drawing
|
||||
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
|
||||
- Use CTRL_F and CTRL_B unit category tags for CTRL+F and CTRL+B hotkeys in preference to heuristics
|
||||
- Change CTRL+S to use CTRL_W and NOTAIR/NAIR categories so as not to select jammers etc
|
||||
|
||||
Other notes:
|
||||
|
||||
- CnC-DDraw 6.3 by FunkyFr3sh included in install (updated from 5.1.0.0)
|
||||
- WGMUS 0.0.23 by MnHebi included in install (updated from 0.0.17)
|
||||
|
||||
|
||||
Buildings
|
||||
------------------------------------
|
||||
|
||||
Arm Wind Generator:
|
||||
- Fixed build angle shading glitch
|
||||
|
||||
Arm Sentinel:
|
||||
- Increased weapon velocity (800->900)
|
||||
|
||||
Core Gaat Gun:
|
||||
- Increased weapon velocity (800->900)
|
||||
|
||||
Core Viper:
|
||||
- Increased weapon velocity (800->900)
|
||||
|
||||
Arm Guardian:
|
||||
- Reduced metal cost (1946->1751)
|
||||
- Reduced health (2477->2230)
|
||||
|
||||
Core Punisher:
|
||||
- Reduced metal cost (1887->1698)
|
||||
- Reduced health (2540->2285)
|
||||
|
||||
Arm Underwater Metal Extractor:
|
||||
- Reduced self destruct countdown (5->0)
|
||||
- Added sound on self destruct
|
||||
|
||||
Core Underwater Metal Extractor:
|
||||
- Reduced self destruct countdown (5->0)
|
||||
- Added sound on self destruct
|
||||
|
||||
Arm Sonar Station:
|
||||
- Increased sonar distance (1180->1250)
|
||||
|
||||
Core Sonar Station:
|
||||
- Increased sonar distance (1180->1250)
|
||||
|
||||
Arm Defender - NS:
|
||||
- Increased health (252->335)
|
||||
|
||||
Core Stinger:
|
||||
- Reduced build time (2357->2239)
|
||||
- Increased health (290->340)
|
||||
|
||||
Arm Stingray:
|
||||
- Reduced range (550->500)
|
||||
- Increased weapon velocity (800->900)
|
||||
|
||||
Core Thunderbolt:
|
||||
- Reduced range (550->500)
|
||||
- Increased weapon velocity (800->900)
|
||||
|
||||
Arm Seaplane Platform:
|
||||
- Added Arm Peeper to build menu
|
||||
- Reduced energy cost (3777->3597)
|
||||
- Reduced metal cost (1556->1482)
|
||||
- Reduced build time (13473->12832)
|
||||
|
||||
Core Seaplane Platform:
|
||||
- Added Core Fink to build menu
|
||||
- Reduced energy cost (3757->3578)
|
||||
- Reduced metal cost (1613->1537)
|
||||
- Reduced build time (14071->13401)
|
||||
|
||||
|
||||
Mines
|
||||
------------------------------------
|
||||
|
||||
Arm Tiny:
|
||||
- Reduced build time (1322->661)
|
||||
- Reduced energy cost (1017->509)
|
||||
- Reduced cloak cost (7->3)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Arm Area Mine:
|
||||
- Reduced build time (2481->1241)
|
||||
- Reduced energy cost (1909->955)
|
||||
- Reduced cloak cost (14->6)
|
||||
- Reduced edge effectiveness (1->0.05)
|
||||
|
||||
Arm Focused Mine:
|
||||
- Reduced build time (3494->1747)
|
||||
- Reduced energy cost (2688->1344)
|
||||
- Reduced cloak cost (19->9)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Arm HE Area Mine:
|
||||
- Reduced build time (5582->2791)
|
||||
- Reduced energy cost (4294->2147)
|
||||
- Reduced cloak cost (31->15)
|
||||
- Reduced edge effectiveness (1->0.05)
|
||||
|
||||
Arm Precision Mine:
|
||||
- Reduced build time (5375->2688)
|
||||
- Reduced energy cost (4135->2068)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (30->15)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Arm Nuclear Mine:
|
||||
- Reduced build time (28953->14477)
|
||||
- Reduced energy cost (22272->11136)
|
||||
- Reduced cloak cost (79->40)
|
||||
- Reduced edge effectiveness (1->0.15)
|
||||
|
||||
Core M-104:
|
||||
- Reduced build time (665->333)
|
||||
- Reduced energy cost (532->266)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (5->2)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Core M-209:
|
||||
- Reduced build time (1445->723)
|
||||
- Reduced energy cost (1156->578)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (11->5)
|
||||
- Reduced edge effectiveness (1->0.05)
|
||||
|
||||
Core M-303:
|
||||
- Reduced build time (2130->1065)
|
||||
- Reduced energy cost (1704->852)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (15->8)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Core M-420:
|
||||
- Reduced build time (2927->1464)
|
||||
- Reduced energy cost (2342->1171)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (21->11)
|
||||
- Reduced edge effectiveness (1->0.05)
|
||||
|
||||
Core M-515:
|
||||
- Reduced build time (9508->4754)
|
||||
- Reduced energy cost (7607->3804)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (70->35)
|
||||
- Reduced edge effectiveness (1->0.1)
|
||||
|
||||
Core M-610:
|
||||
- Reduced build time (32715->16358)
|
||||
- Reduced energy cost (26172->13086)
|
||||
- Reduced health (200->100)
|
||||
- Reduced cloak cost (123->50)
|
||||
- Reduced edge effectiveness (1->0.15)
|
||||
|
||||
|
||||
Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Construction Kbot:
|
||||
- Fixed opening/closing animation glitch
|
||||
|
||||
Core Storm:
|
||||
- Increased acceleration (0.091552734->0.1)
|
||||
|
||||
Arm Jethro:
|
||||
- Reduced energy cost (1036->975)
|
||||
- Reduced metal cost (109->102)
|
||||
- Reduced build time (2104->1973)
|
||||
|
||||
Core Crasher:
|
||||
- Reduced energy cost (1040->979)
|
||||
- Reduced metal cost (110->103)
|
||||
- Reduced build time (2108->1977)
|
||||
|
||||
|
||||
Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Jeffy:
|
||||
- Increased weapon velocity (700->900)
|
||||
|
||||
Core Weasel:
|
||||
- Increased weapon velocity (700->900)
|
||||
|
||||
Arm Podger:
|
||||
- Increased build time (1519->3038)
|
||||
- Increased energy cost (1031->2062)
|
||||
- Increased speed (1.2->1.5)
|
||||
- Reduced worker time (120->90)
|
||||
|
||||
Core Spoiler:
|
||||
- Increased build time (1740->3480)
|
||||
- Increased energy cost (1117->2234)
|
||||
- Increased speed (1.1->1.4)
|
||||
- Reduced worker time (120->90)
|
||||
|
||||
|
||||
Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Skeeter:
|
||||
- Increased weapon velocity (laser) (700->900)
|
||||
|
||||
Core Searcher:
|
||||
- Fixed incorrect wake
|
||||
- Increased weapon velocity (laser) (700->900)
|
||||
|
||||
Arm Hulk:
|
||||
- Added auto unload script
|
||||
|
||||
Core Envoy:
|
||||
- Added auto unload script
|
||||
|
||||
|
||||
Hovercraft
|
||||
------------------------------------
|
||||
|
||||
Arm Skimmer:
|
||||
- Increased weapon velocity (450->900)
|
||||
|
||||
Core Scrubber:
|
||||
- Increased weapon velocity (400->900)
|
||||
|
||||
Arm Swatter:
|
||||
- Reduced opening animation time
|
||||
- Changed primary weapon bad target category (VTOL->NOTAIR)
|
||||
- Removed NoChaseCategory tag
|
||||
- Reduced metal cost (256->240)
|
||||
- Increased health (775->844)
|
||||
- Increased speed (1.9->2)
|
||||
- Increased aim speed (250->350)
|
||||
|
||||
Core Slinger:
|
||||
- Reduced opening animation time
|
||||
- Changed primary weapon bad target category (VTOL->NOTAIR)
|
||||
- Removed NoChaseCategory tag
|
||||
- Reduced metal cost (250->230)
|
||||
- Increased health (795->888)
|
||||
- Increased speed (1.9->2)
|
||||
- Increased range (600->650)
|
||||
- Increased aim speed (250->350)
|
||||
|
||||
Arm Wombat:
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (10->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Core Nixer:
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (10->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Arm Bear:
|
||||
- Added auto unload script
|
||||
|
||||
Core Turtle:
|
||||
- Added auto unload script
|
||||
|
||||
|
||||
Advanced Buildings
|
||||
------------------------------------
|
||||
|
||||
Core Moho Metal Maker:
|
||||
- Fixed bug where unit wouldn't turn off when hit
|
||||
- Reduced opening/closing animation speed
|
||||
|
||||
Arm Flakker:
|
||||
- Added improved fire and hit sounds
|
||||
- Changed from ballistic weapon to line of sight
|
||||
- Increased tolerance (1000->4000)
|
||||
- Added selfprop tag (1)
|
||||
- Added unitsonly tag (1)
|
||||
- Added pitchtolerance tag (6000)
|
||||
- Added guidance tag (1)
|
||||
- Added turnrate tag (3000)
|
||||
|
||||
Core Cobra:
|
||||
- Added improved fire and hit sounds
|
||||
- Changed from ballistic weapon to line of sight
|
||||
- Increased tolerance (1000->4000)
|
||||
- Added selfprop tag (1)
|
||||
- Added unitsonly tag (1)
|
||||
- Added pitchtolerance tag (6000)
|
||||
- Added guidance tag (1)
|
||||
- Added turnrate tag (3000)
|
||||
|
||||
Arm Big Bertha:
|
||||
- Added rotated versions
|
||||
- Reduced accuracy (500->562) (lower is better)
|
||||
|
||||
Core Intimidator:
|
||||
- Added rotated versions
|
||||
- Reduced range (5120->4608)
|
||||
|
||||
Arm Vulcan:
|
||||
- Added rotated versions
|
||||
- Fixed build angle shading glitch and added more team colour
|
||||
|
||||
Core Buzzsaw:
|
||||
- Added rotated versions
|
||||
|
||||
Arm Stunner:
|
||||
- Added special damages for new units
|
||||
- Reduced area of effect (640->512)
|
||||
- Increased reload time (130->150)
|
||||
|
||||
Core Neutron:
|
||||
- Added special damages for new units
|
||||
- Reduced area of effect (640->512)
|
||||
- Increased reload time (130->150)
|
||||
|
||||
Arm Protector:
|
||||
- Reduced energy cost (88000->79200)
|
||||
- Reduced build time (95678->86110)
|
||||
- Changed death explosion (ATOMIC_BLAST -> ATOMIC_BLASTSML) (2000 damage, 516 AOE -> 1000 damage, 260 AOE)
|
||||
|
||||
Core Fortitude:
|
||||
- Reduced energy cost (92321->83089)
|
||||
- Reduced build time (96450->86805)
|
||||
- Changed death explosion (ATOMIC_BLAST -> ATOMIC_BLASTSML) (2000 damage, 516 AOE -> 1000 damage, 260 AOE)
|
||||
|
||||
Arm Retaliator:
|
||||
- Increased build time (143517->160608)
|
||||
|
||||
Core Silencer:
|
||||
- Increased build time (144675->163119)
|
||||
|
||||
Arm Adv. Aircraft Plant:
|
||||
- Increased metal cost (2431->2542)
|
||||
|
||||
Core Adv. Aircraft Plant:
|
||||
- Increased metal cost (2410->2520)
|
||||
|
||||
Arm Adv. Shipyard:
|
||||
- Reduced metal cost (2524->2272)
|
||||
|
||||
Core Adv. Shipyard:
|
||||
- Reduced metal cost (2460->2214)
|
||||
|
||||
Arm Advanced Sonar Station:
|
||||
- Increased sonar distance (2360->2500)
|
||||
|
||||
Arm Advanced Sonar Station:
|
||||
- Increased sonar distance (2360->2500)
|
||||
|
||||
|
||||
Advanced Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Warrior:
|
||||
- Reduced health (1550->1395)
|
||||
|
||||
Core Pyro:
|
||||
- Reduced health (1350->1215)
|
||||
|
||||
Core Gimp:
|
||||
- Increased weapon velocity (laser) (700->900)
|
||||
|
||||
Arm Zeus:
|
||||
- Reduced health (2450->2330)
|
||||
|
||||
Core Can:
|
||||
- Reduced health (2800->2660)
|
||||
- Increased weapon velocity (700->900)
|
||||
|
||||
Arm Fido:
|
||||
- Edited model to lower barrel
|
||||
- Converted to single shot weapon
|
||||
- Increased weapon velocity (350->400)
|
||||
- Increased damage per shot (65->150)
|
||||
- Reduced DPS (75->57.69)
|
||||
- Reduced health (1300->1250)
|
||||
- Reduced turn rate (900->800)
|
||||
- Reduced speed (1.4->1.25)
|
||||
|
||||
Core Morty:
|
||||
- Reduced health (1150->1100)
|
||||
- Reduced speed (1.13->1.1)
|
||||
- Increased brake rate (0.183105469->0.19)
|
||||
- Reduced range (770->720)
|
||||
|
||||
Core Dominator:
|
||||
- Reduced range (500->450)
|
||||
|
||||
Arm Marky:
|
||||
- Increased speed (0.94->1)
|
||||
|
||||
Core Sumo:
|
||||
- Increased weapon velocity (800->900)
|
||||
- Reduced energy storage (100->0)
|
||||
|
||||
Arm FARK:
|
||||
- Fixed opening/closing animation glitch
|
||||
- Increased build time (7931->8922)
|
||||
- Increased energy cost (3219->4024)
|
||||
- Increased energy storage (0->50)
|
||||
- Increased metal storage (0->50)
|
||||
|
||||
Core Necro:
|
||||
- Increased build time (8562->9133)
|
||||
- Increased energy production (0.4->19)
|
||||
- Increased metal production (0->0.5)
|
||||
|
||||
Arm Infiltrator:
|
||||
- Increased metal cost (128->154)
|
||||
- Increased speed (1.9->2.1)
|
||||
- Reduced minimum cloak distance (80->60)
|
||||
|
||||
Core Parasite:
|
||||
- Reduced energy cost (13452->9416)
|
||||
- Reduced build time (12711->12005)
|
||||
- Reduced minimum cloak distance (80->60)
|
||||
|
||||
Arm Decoy Commander:
|
||||
- Reduced death explosion AOE (950->580)
|
||||
- Added Commander build menu
|
||||
|
||||
Core Decoy Commander:
|
||||
- Reduced death explosion AOE (950->580)
|
||||
- Added Commander build menu
|
||||
|
||||
|
||||
Advanced Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Adv. Construction Vehicle:
|
||||
- Reduced build time (10397->9357)
|
||||
|
||||
Core Adv. Construction Vehicle:
|
||||
- Reduced build time (10806->9725)
|
||||
|
||||
Arm Bulldog:
|
||||
- Added barrels from TA Mayhem model and retextured to add more team colour
|
||||
|
||||
Arm Spider:
|
||||
- Scaled model down by 15% and added team colour
|
||||
- Changed footprint from 3x3 to 2x2
|
||||
- Increased speed (1.6->1.7)
|
||||
- Increased range (220->240)
|
||||
- Increased weapon velocity (700->900)
|
||||
|
||||
Arm Merl:
|
||||
- Reduced reload time (12->10)
|
||||
- Increased DPS (50->60)
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (5->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Core Diplomat:
|
||||
- Reduced reload time (13->11)
|
||||
- Increased DPS (46.15->54.55)
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (5->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Arm Scarab:
|
||||
- Reduced energy cost (88000->79200)
|
||||
- Reduced build time (95678->86110)
|
||||
- Changed death explosion (ATOMIC_BLAST -> ATOMIC_BLASTSML) (2000 damage, 516 AOE -> 1000 damage, 260 AOE)
|
||||
|
||||
Core Hedgehog:
|
||||
- Reduced energy cost (92321->83089)
|
||||
- Reduced build time (96450->86805)
|
||||
- Changed death explosion (ATOMIC_BLAST -> ATOMIC_BLASTSML) (2000 damage, 516 AOE -> 1000 damage, 260 AOE)
|
||||
|
||||
|
||||
Advanced Aircraft
|
||||
------------------------------------
|
||||
|
||||
Arm Phoenix:
|
||||
- Reduced health (520->470)
|
||||
|
||||
Core Hurricane:
|
||||
- Reduced health (530->480)
|
||||
|
||||
|
||||
Advanced Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Advanced Construction Sub:
|
||||
- Changed footprint from 6x6 to 4x4
|
||||
- Increased speed (2.15->2.35)
|
||||
|
||||
Core Advanced Construction Sub:
|
||||
- Changed footprint from 6x6 to 4x4
|
||||
- Increased speed (2.05->2.25)
|
||||
|
||||
Arm Ranger:
|
||||
- Fixed radar not activating
|
||||
- Added radar dish to unit model
|
||||
- Added script from TA Mayhem
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (5->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Core Hydra:
|
||||
- Added script from TA Mayhem
|
||||
- Reduced weapon timer (3->2)
|
||||
- Reduced flight time (5->4)
|
||||
- Increased start velocity (100->250)
|
||||
|
||||
Arm Pirahna:
|
||||
- Increased damage per shot (300->350)
|
||||
- Increased DPS (130.43->152.17)
|
||||
- Increased special damage (double) to Arm Lurker and Core Snake (580->700)
|
||||
- Increased special damage (double) to Core Leviathan (580->700)
|
||||
- Increased special damage (double) to Arm Triton and Core Crock (600->700)
|
||||
|
||||
Core Shark:
|
||||
- Increased damage per shot (310->370)
|
||||
- Increased DPS (135.96->162.28)
|
||||
- Increased special damage (double) to Arm Lurker and Core Snake (600->740)
|
||||
- Increased special damage (double) to Core Leviathan (600->740)
|
||||
- Increased special damage (double) to Arm Triton and Core Crock (600->740)
|
||||
|
||||
Arm Fibber:
|
||||
- Increased sight distance (150->200)
|
||||
- Increased sonar jamming distance (150->200)
|
||||
|
||||
Core Warlord:
|
||||
- Increased weapon velocity (laser) (800->900)
|
||||
- Reduced range (laser) (810->770)
|
||||
@ -0,0 +1,300 @@
|
||||
ProTA 4.7 changelog
|
||||
------------------------------------
|
||||
|
||||
Gameplay notes:
|
||||
|
||||
- Fixed bug where Core Intimidator would hit surrounding Fort Wall
|
||||
- Fixed various wreckage values of aircraft
|
||||
- Fixed Core Mission 6 (Core Contingency) max wind speed (9->900)
|
||||
- Made Arm/Core Seaplane Platform wreckages non blocking
|
||||
|
||||
Engine notes:
|
||||
|
||||
- Updated to new TA engine v2024.12.05
|
||||
|
||||
NEW FEATURES IN BRIEF:
|
||||
|
||||
*v2024.12.05
|
||||
- Fix crash on print-screen
|
||||
|
||||
*v2024.12.03
|
||||
- Fix crash on +logo
|
||||
- Fix rare intermittent crash on adding / moving / deleting whiteboard markers
|
||||
|
||||
*v2024.10.27
|
||||
- Ability to create multiplayer/skirmish maps with neutral units and/or additional per-player spawn units
|
||||
- Add a control to hide/minimise the allies resource bar
|
||||
- Make the ally resource bar actually readable with ctrl-f2 setting "background=None"
|
||||
- Fix incorrect player logo colour for "new marker added" messages
|
||||
- Play the "Mission Complete" sound upon winning a multiplayer/skirmish game
|
||||
- Fix bug causing "unit limit reached" in between single player missions
|
||||
- Remove shared metal/energy from player totals
|
||||
- Get TAHook to use the click-snapped start position
|
||||
- Increase size capacity of whiteboard marker messages
|
||||
- Adjust format of whiteboard ping messages
|
||||
- Fix whiteboard eraser removing more than intended
|
||||
- Fix for 10 player (and other) VerCheck false positives
|
||||
- Support for watching all 10 players in 10 player replays (pending a corresponding TAF update to activate it)
|
||||
|
||||
|
||||
Buildings
|
||||
------------------------------------
|
||||
|
||||
Core Shipyard:
|
||||
- Edited build pad height to allow air cons to assist subs
|
||||
- Reduced waterline (22->1)
|
||||
|
||||
Arm Guardian:
|
||||
- Reduced energy cost (7687->6534)
|
||||
- Reduced metal cost (1751->1654)
|
||||
- Reduced build time (13377->11370)
|
||||
- Reduced health (2230->2105)
|
||||
|
||||
Core Punisher:
|
||||
- Reduced energy cost (7585->6447)
|
||||
- Reduced metal cost (1698->1604)
|
||||
- Reduced build time (13268->11278)
|
||||
- Reduced health (2285->2159)
|
||||
- Increased range (1200->1250)
|
||||
- Reduced AOE (85->64)
|
||||
|
||||
Core Stinger:
|
||||
- Added primary weapon bad target category (NOTAIR)
|
||||
|
||||
|
||||
Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Flea:
|
||||
- Reduced metal cost (40->35)
|
||||
- Reduced energy cost (641->570)
|
||||
|
||||
Arm Rocko:
|
||||
- Increased health (610->640)
|
||||
|
||||
Core Storm:
|
||||
- Increased health (620->650)
|
||||
|
||||
|
||||
Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Jeffy:
|
||||
- Increased health (79->85)
|
||||
|
||||
Core Weasel:
|
||||
- Increased health (84->90)
|
||||
- Increased speed (2.8->2.9)
|
||||
|
||||
|
||||
Advanced Buildings
|
||||
------------------------------------
|
||||
|
||||
Arm Moho Mine:
|
||||
- Increased energy cost (4350->4568)
|
||||
- Increased metal cost (754->792)
|
||||
- Increased build time (17875->19663)
|
||||
|
||||
Core Moho Mine:
|
||||
- Increased energy cost (4561->4789)
|
||||
- Increased metal cost (725->761)
|
||||
- Increased build time (16250->17875)
|
||||
|
||||
Arm Underwater Moho Mine:
|
||||
- Increased energy cost (5438->5482)
|
||||
- Increased metal cost (943->950)
|
||||
- Increased build time (22344->23596)
|
||||
|
||||
Core Underwater Moho Mine:
|
||||
- Increased energy cost (5701->5747)
|
||||
- Increased metal cost (906->913)
|
||||
- Increased build time (20313->21450)
|
||||
|
||||
Arm Ambusher:
|
||||
- Increased metal cost (2102->2202)
|
||||
|
||||
Core Toaster:
|
||||
- Increased energy cost (12687->16493)
|
||||
- Increased metal cost (2200->2253)
|
||||
- Increased build time (18377->19296)
|
||||
|
||||
Core Doomsday Machine:
|
||||
- Increased metal cost (2247->2354)
|
||||
- Increased build time (29457->31421)
|
||||
|
||||
Core Cobra:
|
||||
- Reduced range (750->700)
|
||||
|
||||
Arm Big Bertha:
|
||||
- Reduced accuracy (562->625)
|
||||
|
||||
Core Intimidator:
|
||||
- Fixed bug where shell would hit surrounding Fort Wall
|
||||
- Reduced range (4608->4096)
|
||||
|
||||
Core Adv. Shipyard:
|
||||
- Edited build pad height to allow air cons to assist subs
|
||||
- Reduced waterline (22->1)
|
||||
|
||||
|
||||
Advanced Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Warrior:
|
||||
- Increased build time (4521->4747)
|
||||
- Reduced health (1395->1325)
|
||||
|
||||
Core Pyro:
|
||||
- Increased build time (4630->4862)
|
||||
- Reduced health (1215->1185)
|
||||
- Reduced burst (22->19)
|
||||
- Increased damage (9->10)
|
||||
- Increased burst rate (0.04->0.06)
|
||||
- Reduced DPS (232.94->223.53)
|
||||
|
||||
Arm Zeus:
|
||||
- Increased build time (7806->7943)
|
||||
|
||||
Core The Can:
|
||||
- Increased build time (7875->8025)
|
||||
|
||||
Arm Fido:
|
||||
- Reduced energy cost (3556->3378)
|
||||
- Reduced build time (8120->7850)
|
||||
- Increased health (1250->1275)
|
||||
- Increased AOE (48->64)
|
||||
|
||||
Arm Marky:
|
||||
- Increased turn speed (505->960)
|
||||
|
||||
Core Voyeur:
|
||||
- Increased turn speed (530->980)
|
||||
|
||||
Arm Zipper:
|
||||
- Reduced build time (4400->4180)
|
||||
- Increased damage per shot (47->50)
|
||||
- Increased DPS (58.75->62.5)
|
||||
|
||||
Core Freaker:
|
||||
- Reduced build time (4484->4260)
|
||||
|
||||
Arm Maverick:
|
||||
- Increased build time (12425->13046)
|
||||
|
||||
Core Dominator:
|
||||
- Increased build time (11420->11991)
|
||||
|
||||
Arm Shooter:
|
||||
- Increased build time (14068->15475)
|
||||
|
||||
Core Sumo:
|
||||
- Increased build time (19206->21127)
|
||||
|
||||
Arm Infiltrator:
|
||||
- Added amphibious movement
|
||||
- Added RadarDistance tag (600)
|
||||
- Added SonarDistance tag (600)
|
||||
|
||||
Core Parasite:
|
||||
- Added amphibious movement
|
||||
- Added RadarDistance tag (625)
|
||||
- Added SonarDistance tag (625)
|
||||
|
||||
|
||||
Advanced Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Panther:
|
||||
- Increased build time (4838->5080)
|
||||
- Reduced acceleration (0.07->0.06)
|
||||
|
||||
Core Leveler:
|
||||
- Increased acceleration (0.02->0.04)
|
||||
- Increased sight distance (220->245)
|
||||
|
||||
Core Reaper:
|
||||
- Added new firing sound
|
||||
|
||||
Arm Spider:
|
||||
- Reduced build time (5075->4860)
|
||||
- Increased health (450->495)
|
||||
|
||||
Arm Seer:
|
||||
- Increased energy cost (941->1223)
|
||||
- Increased metal cost (85->111)
|
||||
- Increased build time (3186->4142)
|
||||
- Increased speed (1.1->1.4)
|
||||
- Increased radar distance (1120->1375)
|
||||
|
||||
Core Informer:
|
||||
- Increased energy cost (1209->1330)
|
||||
- Increased metal cost (86->112)
|
||||
- Increased sight distance (210->320)
|
||||
- Increased radar distance (1120->1320)
|
||||
- Increased turn rate (210->525)
|
||||
|
||||
Arm Jammer:
|
||||
- Increased speed (1->1.4)
|
||||
- Increased radar jamming distance (400->550)
|
||||
|
||||
Core Deleter:
|
||||
- Increased speed (1.05->1.4)
|
||||
- Increased radar jamming distance (420->540)
|
||||
|
||||
Core Copperhead:
|
||||
- Reduced range (750->700)
|
||||
- Increased speed (1.01->1.11)
|
||||
|
||||
Arm Penetrator:
|
||||
- Changed death explosion (CRAWL_BLASTSML -> PENETRATOR) (1200 damage, 275 AOE -> 600 damage, 150 AOE)
|
||||
- Increased build time (17853->19638)
|
||||
|
||||
Core Goliath:
|
||||
- Increased build time (13410->14751)
|
||||
|
||||
|
||||
Advanced Aircraft
|
||||
------------------------------------
|
||||
|
||||
Arm Brawler:
|
||||
- Increased metal cost (268->314)
|
||||
- Increased energy cost (5343->8124)
|
||||
- Increased build time (11651->18701)
|
||||
|
||||
Core Rapier:
|
||||
- Increased metal cost (279->309)
|
||||
- Increased energy cost (5489->8089)
|
||||
- Increased build time (11965->18612)
|
||||
- Reduced speed (7.6->6.4)
|
||||
|
||||
Arm Phoenix:
|
||||
- Increased build time (17670->19277)
|
||||
- Reduced speed (9.5->9)
|
||||
|
||||
Core Hurricane:
|
||||
- Increased build time (17896->19523)
|
||||
- Reduced speed (9.1->8.8)
|
||||
|
||||
|
||||
Advanced Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Millennium:
|
||||
- Increased metal cost (2860->3303)
|
||||
- Increased energy cost (13462->17621)
|
||||
- Increased build time (27749->32048)
|
||||
|
||||
Core Warlord:
|
||||
- Increased metal cost (3231->3554)
|
||||
- Increased energy cost (12819->16780)
|
||||
- Increased build time (29031->34544)
|
||||
- Reduced range (770->700) (laser)
|
||||
- Increased reload time (1.1->1.25) (laser)
|
||||
- Reduced DPS (163.64->144) (laser)
|
||||
- Reduced reload time (2.46->2) (cannon)
|
||||
- Increased DPS (109.76->135) (cannon)
|
||||
|
||||
Arm Fibber:
|
||||
- Increased sight distance (200->250)
|
||||
- Increased sonar jamming distance (200->250)
|
||||
|
||||
@ -0,0 +1,521 @@
|
||||
ProTA 4.8 changelog
|
||||
------------------------------------
|
||||
|
||||
Gameplay notes:
|
||||
- Added new units:
|
||||
- Arm Spark (Lightning Hovertank)
|
||||
- Core Blaze (Flamethrower Hovertank)
|
||||
- Arm Apex (Experimental Vehicle)
|
||||
- Arm Apex Foundry (Builds Apex)
|
||||
- Fixed special damages on Neutron/Stunner for Vulcan/Buzzsaw
|
||||
- Fixed various bad target categories
|
||||
- Fixed various blocking sea wreckages
|
||||
- Fixed Croc/Triton tilt script
|
||||
- Added updated Aramon/Creon rock feature files for more suitable metal values
|
||||
- Set all factories to hold position default
|
||||
- Added .exe hacks:
|
||||
- Adjust AI resource generation/feature reclamation income factors dependant upon difficulty
|
||||
Original: Hard = 1.0x, Medium = 0.7x, Easy = 0.5x
|
||||
New: Hard = 4.0x, Medium = 1.0x, Easy = 0.5x
|
||||
|
||||
GUI notes:
|
||||
- Added Core Hydration Plant unit picture
|
||||
- Added Core Truck unit picture
|
||||
- Updated normal cursor and right click interface green/red cursors
|
||||
- Updated Arm Adv. Aircraft Plant unit/build picture
|
||||
- Updated Arm Energy Storage build picture
|
||||
- Updated Core Gimp unit/build picture
|
||||
- Updated Core Krogoth unit/build picture
|
||||
- Updated Core Pillager unit picture
|
||||
- Updated Core Raider unit/build picture
|
||||
- Updated Core Snake unit picture
|
||||
- Updated Core Snapper build picture
|
||||
- Added retextured Core Pillager model to match unit picture and scaled up by 12.5%
|
||||
- Team colours white/black have been replaced by pink/slate and existing colours have been improved
|
||||
- Improved mini map dot colours/contrast
|
||||
- Improved textures
|
||||
- Added custom megamap icons
|
||||
- Improved hotkey overlay contrast
|
||||
|
||||
Engine notes:
|
||||
|
||||
- Updated to new TA engine v2025.8.29
|
||||
|
||||
NEW FEATURES IN BRIEF:
|
||||
|
||||
*2025.08.29
|
||||
- Bugfix for multithreaded version/cheat check
|
||||
|
||||
*2025.08.19
|
||||
- Auto kickout of units under build order is now strictly only for own units (previously allowed kickout anyone's units if cheats enabled)
|
||||
|
||||
*v2025.8.1
|
||||
- Preview build square to yellow if requires unit kickout
|
||||
|
||||
*2025.07.12
|
||||
- Allow user to queue build orders underneath their own mobile units; and auto kickout of units that are under a build order
|
||||
- Mod developers can opt-in to "Improved behaviour of con units". Once enabled, see ctrl-f2 menu for related user configurable options.
|
||||
- Fix bug with erroneous game results reported to TAF when using in-game +autoteam
|
||||
- With fixed position, start positions are assigned in order given by TAF auto balance
|
||||
so that players are positioned opposite an opponent of similar skill
|
||||
- Fixed bugs with player placement in 2v2+ games on maps with neutral units
|
||||
- Push anticheat hashing functions into background threads so as to reduce in-game slowdown experienced by some users
|
||||
|
||||
*v2025.5.18
|
||||
- Improved behaviour of construction units when guarding a factory - they stay put after finishing a build
|
||||
|
||||
*v2025.4.24
|
||||
- Fix crash on parsing spawned unit initial commands
|
||||
- Log cheat warnings to tdrawlog.txt
|
||||
- Fix for non functional perm los sonar patch
|
||||
|
||||
Other notes:
|
||||
- WGMUS 0.0.24 by MnHebi included in install (updated from 0.0.23)
|
||||
|
||||
|
||||
Commanders
|
||||
------------------------------------
|
||||
|
||||
Arm Commander:
|
||||
- Reduced weapon velocity (900->700) (laser)
|
||||
|
||||
Core Commander:
|
||||
- Reduced weapon velocity (900->700) (laser)
|
||||
|
||||
|
||||
Buildings
|
||||
------------------------------------
|
||||
|
||||
Core Kbot Lab:
|
||||
- Fixed build angle shading glitch
|
||||
|
||||
Arm Radar Tower:
|
||||
- Fixed build angle shading glitch
|
||||
|
||||
Arm L.L.T.:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Light Laser Tower:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Arm Sentinel:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Core Gaat Gun:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Core Viper:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Arm Hovercraft Platform:
|
||||
- Increased energy cost (2111->2639)
|
||||
- Increased metal cost (1254->1355)
|
||||
- Increased build time (11112->12038)
|
||||
- Reduced worker time (180->150)
|
||||
|
||||
Core Hovercraft Platform:
|
||||
- Increased energy cost (2168->2711)
|
||||
- Increased metal cost (1210->1322)
|
||||
- Increased build time (11403->12353)
|
||||
- Reduced worker time (180->150)
|
||||
|
||||
Arm Torpedo Launcher:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (800)
|
||||
|
||||
Core Torpedo Launcher:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (800)
|
||||
|
||||
Arm Defender - NS:
|
||||
- Reduced health (335->295)
|
||||
|
||||
Core Stinger:
|
||||
- Reduced health (340->300)
|
||||
|
||||
Arm Stingray:
|
||||
- Changed footprint from 4x4 to 3x3
|
||||
- Improved firing over Shark's Teeth in shallow water
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Core Thunderbolt:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
|
||||
Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Construction Kbot:
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
Core Construction Kbot:
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
Arm Peewee:
|
||||
- Reduced aiming speed (450->240)
|
||||
|
||||
Core A.K.:
|
||||
- Reduced aiming speed (350->240)
|
||||
- Increased tolerance (1000->1500)
|
||||
- Reduced damage per shot (30->27)
|
||||
- Reduced DPS (60->54)
|
||||
|
||||
Arm Rocko:
|
||||
- Increased weapon velocity (300->350)
|
||||
- Increased start velocity (300->350)
|
||||
|
||||
Core Storm:
|
||||
- Increased weapon velocity (300->350)
|
||||
- Increased start velocity (300->350)
|
||||
|
||||
Arm Flea:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
|
||||
Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Jeffy:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Arm Flash:
|
||||
- Increased aiming speed (160->180)
|
||||
|
||||
Core Weasel:
|
||||
- Fixed bug where turret didn't show
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Instigator:
|
||||
- Reduced aiming speed (240->180)
|
||||
- Increased tolerance (1000->1500)
|
||||
- Reduced damage per shot (30->27)
|
||||
- Reduced DPS (60->54)
|
||||
|
||||
|
||||
Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Skeeter:
|
||||
- Reduced aiming speed (laser) (200->180)
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Searcher:
|
||||
- Reduced aiming speed (laser) (200->170)
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Arm Lurker:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (700)
|
||||
|
||||
Core Snake:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (740)
|
||||
|
||||
|
||||
Hovercraft
|
||||
------------------------------------
|
||||
|
||||
Arm Construction Hovercraft:
|
||||
- Reduced turn rate (480->240)
|
||||
|
||||
Core Construction Hovercraft:
|
||||
- Reduced turn rate (440->220)
|
||||
|
||||
Arm Skimmer:
|
||||
- Increased metal cost (65->76)
|
||||
- Increased energy cost (993->1169)
|
||||
- Reduced turn rate (510->419)
|
||||
- Reduced damage per shot (45->40)
|
||||
- Reduced DPS (56.25->50)
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Scrubber:
|
||||
- Increased metal cost (61->79)
|
||||
- Increased energy cost (1064->1252)
|
||||
- Reduced turn rate (510->403)
|
||||
- Reduced range (230->210)
|
||||
- Increased health (200->210)
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Arm Anaconda:
|
||||
- Increased energy cost (2427->2570)
|
||||
- Increased metal cost (231->245)
|
||||
- Increased build time (4058->4666)
|
||||
- Changed weapon from line of sight weapon to ballistic
|
||||
- Reduced turn rate (350->313)
|
||||
- Reduced weapon velocity (450->300)
|
||||
- Increased area of effect (16->48)
|
||||
- Reduced aiming speed (255->210)
|
||||
|
||||
Core Snapper:
|
||||
- Increased energy cost (2609->2762)
|
||||
- Increased metal cost (238->252)
|
||||
- Increased build time (4282->4710)
|
||||
- Changed weapon from line of sight weapon to ballistic
|
||||
- Reduced turn rate (340->300)
|
||||
- Reduced weapon velocity (450->300)
|
||||
- Increased area of effect (16->48)
|
||||
- Reduced aiming speed (235->210)
|
||||
|
||||
Arm Wombat:
|
||||
- Increased health (540->563)
|
||||
- Increased speed (1.9->2)
|
||||
- Increased range (820->825)
|
||||
|
||||
Core Nixer:
|
||||
- Increased health (552->575)
|
||||
- Increased range (800->825)
|
||||
- Reduced damage per shot (320->300)
|
||||
- Reduced DPS (32->30)
|
||||
|
||||
|
||||
Advanded Buildings
|
||||
------------------------------------
|
||||
|
||||
Arm Moho Mine:
|
||||
- Increased energy cost (4568->4785)
|
||||
- Increased metal cost (792->829)
|
||||
- Reduced health (1573->1298)
|
||||
|
||||
Core Moho Mine:
|
||||
- Increased energy cost (4789->5017)
|
||||
- Increased metal cost (761->816)
|
||||
- Increased build time (17875->18688)
|
||||
- Reduced health (1465->1245)
|
||||
|
||||
Core Fusion Power Plant:
|
||||
- Fixed build angle shading glitch
|
||||
|
||||
Arm Ambusher:
|
||||
- Reduced range (1350->1300)
|
||||
|
||||
Core Toaster:
|
||||
- Reduced range (1350->1300)
|
||||
|
||||
Arm Big Bertha:
|
||||
- Increased reload time (8->10)
|
||||
- Reduced accuracy (625->750)
|
||||
|
||||
Core Intimidator:
|
||||
- Increased reload time (8.5->10.5)
|
||||
- Reduced accuracy (625->750)
|
||||
|
||||
Arm Vulcan:
|
||||
- Increased energy cost (239555->479111)
|
||||
- Increased metal cost (16949->45198)
|
||||
- Increased build time (293710->587421)
|
||||
- Reduced accuracy (800->1200)
|
||||
- Reduced range (4096->3072)
|
||||
|
||||
Core Buzzsaw:
|
||||
- Increased energy cost (231324->462648)
|
||||
- Increased metal cost (17632->47606)
|
||||
- Increased build time (317005->634011)
|
||||
- Reduced accuracy (800->1200)
|
||||
- Reduced range (4096->3072)
|
||||
|
||||
Arm Underwater Moho Mine:
|
||||
- Increased energy cost (5482->5742)
|
||||
- Increased metal cost (950->996)
|
||||
|
||||
Core Underwater Moho Mine:
|
||||
- Increased energy cost (5747->6020)
|
||||
- Increased metal cost (913->979)
|
||||
- Increased build time (21450->22456)
|
||||
|
||||
Arm Adv. Shipyard:
|
||||
- Increased metal cost (2272->2524)
|
||||
|
||||
Core Adv. Shipyard:
|
||||
- Increased metal cost (2214->2460)
|
||||
|
||||
Arm Advanced Torpedo Launcher:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (2000)
|
||||
|
||||
Core Advanced Torpedo Launcher:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (2000)
|
||||
|
||||
|
||||
Advanced Kbots
|
||||
------------------------------------
|
||||
|
||||
Arm Adv. Construction Kbot:
|
||||
- Reduced speed (1.25->1.2)
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
Core Adv. Construction Kbot:
|
||||
- Increased metal cost (310->325)
|
||||
- Increased speed (1.2->1.25)
|
||||
- Reduced turn rate (1005->955)
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
Arm Warrior:
|
||||
- Increased build time (4747->5138)
|
||||
- Reduced health (1325->1225)
|
||||
|
||||
Core Pyro:
|
||||
- Increased build time (4862->5250)
|
||||
- Added new firing sound
|
||||
- Increased weapon velocity (300->400)
|
||||
- Increased reload time (0.85->1)
|
||||
- Increased burst (19->22)
|
||||
- Reduced DPS (223.53->220)
|
||||
- Reduced health (1185->1085)
|
||||
|
||||
Arm Zeus:
|
||||
- Increased weapon velocity (600->750)
|
||||
|
||||
Core The Can:
|
||||
- Increased reload time (0.5->0.75)
|
||||
- Increased damage per shot (90->130)
|
||||
- Reduced DPS (180->173.33)
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Arm Pelican:
|
||||
- Increased aim speed (100->150) (laser)
|
||||
|
||||
Core Gimp:
|
||||
- Changed V Launch AA Missile to Missile
|
||||
- Reduced range (285->275) (laser)
|
||||
- Reduced aim speed (200->150) (laser)
|
||||
- Reduced weapon velocity (900->800) (laser)
|
||||
- Increased damage per shot (50->70) (laser)
|
||||
- Increased reload time (1.05->1.5) (laser)
|
||||
- Reduced DPS (47.62->46.67) (laser)
|
||||
|
||||
Arm Zipper:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Freaker:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Core Sumo:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Arm FARK:
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
Core Necro:
|
||||
- Reduced build distance (90->75)
|
||||
|
||||
|
||||
Advanced Vehicles
|
||||
------------------------------------
|
||||
|
||||
Arm Adv. Construction Vehicle:
|
||||
- Reduced metal cost (457->370)
|
||||
- Increased health (1205->1290)
|
||||
- Increased turn rate (240->300)
|
||||
- Increased brake rate (0.036->0.096)
|
||||
|
||||
Core Adv. Construction Vehicle:
|
||||
- Reduced metal cost (444->350)
|
||||
- Increased turn rate (210->250)
|
||||
- Increased brake rate (0.03->0.102)
|
||||
|
||||
Arm Panther:
|
||||
- Increased build time (5080->5564)
|
||||
|
||||
Core Leveler:
|
||||
- Increased build time (5176->5682)
|
||||
|
||||
Arm Bulldog:
|
||||
- Increased build time (8241->8675)
|
||||
- Increased aiming speed (130->140)
|
||||
|
||||
Core Reaper:
|
||||
- Increased build time (8293->8730)
|
||||
- Reduced aiming speed (160->150)
|
||||
|
||||
Arm Luger:
|
||||
- Increased energy cost (2140->3745)
|
||||
- Increased metal cost (264->403)
|
||||
- Increased build time (4530->7928)
|
||||
- Increased damage per shot (130->160)
|
||||
- Reduced reload time (2.75->2.7)
|
||||
- Increased DPS (47.27->59.26)
|
||||
- Increased area of effect (64->80)
|
||||
|
||||
Core Pillager:
|
||||
- Increased energy cost (1842->3454)
|
||||
- Increased metal cost (276->420)
|
||||
- Increased build time (4523->7915)
|
||||
- Increased damage per shot (140->175)
|
||||
- Increased DPS (47.46->59.32)
|
||||
- Increased area of effect (64->80)
|
||||
|
||||
Arm Spider:
|
||||
- Reduced weapon velocity (900->700)
|
||||
|
||||
Arm Scarab:
|
||||
- Increased energy cost (79200->87120)
|
||||
- Increased metal cost (1437->1581)
|
||||
- Increased build time (86110->94721)
|
||||
- Reduced speed (1.2->0.8)
|
||||
- Reduced coverage (2000->1800)
|
||||
|
||||
Core Hedgehog:
|
||||
- Increased energy cost (83089->91398)
|
||||
- Increased metal cost (1508->1659)
|
||||
- Increased build time (86805->95486)
|
||||
- Reduced speed (1.2->0.8)
|
||||
- Reduced coverage (2000->1800)
|
||||
|
||||
|
||||
Advanced Aircraft
|
||||
------------------------------------
|
||||
|
||||
Arm Lancet:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (1500)
|
||||
|
||||
Core Titan:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (1560)
|
||||
|
||||
|
||||
Advanced Ships
|
||||
------------------------------------
|
||||
|
||||
Arm Advanced Construction Sub:
|
||||
- Reduced build distance (120->100)
|
||||
|
||||
Core Advanced Construction Sub:
|
||||
- Reduced build distance (120->100)
|
||||
|
||||
Arm Piranha:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (700)
|
||||
|
||||
Core Shark:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (740)
|
||||
|
||||
Core Warlord:
|
||||
- Reduced weapon velocity (900->800)
|
||||
|
||||
Core Leviathan:
|
||||
- Added special damage (double) to Arm Apex and Core Krogoth (2000)
|
||||
- Reduced sight distance (490->300)
|
||||
|
||||
|
||||
Experimental Kbots
|
||||
------------------------------------
|
||||
|
||||
Core Krogoth:
|
||||
- Added amphibious movement
|
||||
- Changed to new "experimental gauss" weapon
|
||||
|
||||
- Increased health (29918->35902)
|
||||
- Increased sight distance (255->400)
|
||||
|
||||
- Increased weapon tolerance (500->1500) (laser)
|
||||
- Increased area of effect (8->16) (laser)
|
||||
|
||||
- Added twophase weapon tag (rocket)
|
||||
- Reduced weapon timer (5->2) (rocket)
|
||||
- Reduced flight time (15->4) (rocket)
|
||||
- Increased weapon velocity (550->800) (rocket)
|
||||
- Increased start velocity (250->300) (rocket)
|
||||
- Increased weapon acceleration (200->250) (rocket)
|
||||
|
||||
- Increased weapon tolerance (500->1500) (gauss)
|
||||
- Increased area of effect (8->16) (gauss)
|
||||
- Reduced damage per shot (480->360) (gauss)
|
||||
- Reduced reload time (1.6->1.2) (gauss)
|
||||
- Increased range (300->400) (gauss)
|
||||
- Increased aiming speed (100->150) (gauss)
|
||||
|
||||
- Changed death explosion (NUCLEAR_MISSILE -> EXP) (5500 damage, 640 AOE -> 2750 damage, 256 AOE)
|
||||
@ -0,0 +1,701 @@
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
//
|
||||
// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR - 20180120b
|
||||
//
|
||||
// by Timothy Lottes
|
||||
// https://www.shadertoy.com/view/MtSfRK
|
||||
// adapted for RetroArch by hunterk
|
||||
//
|
||||
//
|
||||
//==============================================================
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
// WHAT'S NEW
|
||||
//
|
||||
//--------------------------------------------------------------
|
||||
// Evolution of prior shadertoy example
|
||||
//--------------------------------------------------------------
|
||||
// This one is semi-optimized
|
||||
// - Less texture fetches
|
||||
// - Didn't get to instruction level optimization
|
||||
// - Could likely use texture fetch to generate phosphor mask
|
||||
//--------------------------------------------------------------
|
||||
// Added options to disable unused features
|
||||
//--------------------------------------------------------------
|
||||
// Added in exposure matching
|
||||
// - Given scan-line effect and mask always darkens image
|
||||
// - Uses generalized tonemapper to boost mid-level
|
||||
// - Note this can compress highlights
|
||||
// - And won't get back peak brightness
|
||||
// - But best option if one doesn't want as much darkening
|
||||
//--------------------------------------------------------------
|
||||
// Includes option saturation and contrast controls
|
||||
//--------------------------------------------------------------
|
||||
// Added in subtractive aperture grille
|
||||
// - This is a bit brighter than prior
|
||||
//--------------------------------------------------------------
|
||||
// Make sure input to this filter is already low-resolution
|
||||
// - This is not designed to work on titles doing the following
|
||||
// - Rendering to hi-res with nearest sampling
|
||||
//--------------------------------------------------------------
|
||||
// Added a fast and more pixely option for 2 tap/pixel
|
||||
//--------------------------------------------------------------
|
||||
// Improved the vignette when WARP is enabled
|
||||
//--------------------------------------------------------------
|
||||
// Didn't test HLSL or CPU options
|
||||
// - Will incorportate patches if they are broken
|
||||
// - But out of time to try them myself
|
||||
//==============================================================
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
// LICENSE = UNLICENSE (aka PUBLIC DOMAIN)
|
||||
//
|
||||
//--------------------------------------------------------------
|
||||
// This is free and unencumbered software released into the
|
||||
// public domain.
|
||||
//--------------------------------------------------------------
|
||||
// Anyone is free to copy, modify, publish, use, compile, sell,
|
||||
// or distribute this software, either in source code form or as
|
||||
// a compiled binary, for any purpose, commercial or
|
||||
// non-commercial, and by any means.
|
||||
//--------------------------------------------------------------
|
||||
// In jurisdictions that recognize copyright laws, the author or
|
||||
// authors of this software dedicate any and all copyright
|
||||
// interest in the software to the public domain. We make this
|
||||
// dedication for the benefit of the public at large and to the
|
||||
// detriment of our heirs and successors. We intend this
|
||||
// dedication to be an overt act of relinquishment in perpetuity
|
||||
// of all present and future rights to this software under
|
||||
// copyright law.
|
||||
//--------------------------------------------------------------
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
|
||||
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
||||
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE
|
||||
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
|
||||
// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
// DEALINGS IN THE SOFTWARE.
|
||||
//--------------------------------------------------------------
|
||||
// For more information, please refer to
|
||||
// <http://unlicense.org/>
|
||||
//==============================================================
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma parameter MASK "Mask Type" 1.0 0.0 3.0 1.0
|
||||
#pragma parameter MASK_INTENSITY "Mask Intensity" 0.5 0.0 1.0 0.05
|
||||
#pragma parameter SCANLINE_THINNESS "Scanline Intensity" 0.5 0.0 1.0 0.1
|
||||
#pragma parameter SCAN_BLUR "Sharpness" 2.5 1.0 3.0 0.1
|
||||
#pragma parameter CURVATURE "Curvature" 0.02 0.0 0.25 0.01
|
||||
#pragma parameter TRINITRON_CURVE "Trinitron-style Curve" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter CORNER "Corner Round" 3.0 0.0 11.0 1.0
|
||||
#pragma parameter CRT_GAMMA "CRT Gamma" 2.4 0.0 51.0 0.1
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
// compatibility #defines
|
||||
#define vTexCoord TEX0.xy
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out COMPAT_PRECISION vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float CRT_GAMMA;
|
||||
uniform COMPAT_PRECISION float SCANLINE_THINNESS;
|
||||
uniform COMPAT_PRECISION float SCAN_BLUR;
|
||||
uniform COMPAT_PRECISION float MASK_INTENSITY;
|
||||
uniform COMPAT_PRECISION float CURVATURE;
|
||||
uniform COMPAT_PRECISION float CORNER;
|
||||
uniform COMPAT_PRECISION float MASK;
|
||||
uniform COMPAT_PRECISION float TRINITRON_CURVE;
|
||||
#else
|
||||
#define CRT_GAMMA 2.4
|
||||
#define SCANLINE_THINNESS 0.5
|
||||
#define SCAN_BLUR 2.5
|
||||
#define MASK_INTENSITY 0.54
|
||||
#define CURVATURE 0.00
|
||||
#define CORNER 3.0
|
||||
#define MASK 1.0
|
||||
#define TRINITRON_CURVE 0.0
|
||||
#endif
|
||||
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
// GAMMA FUNCTIONS
|
||||
//
|
||||
//--------------------------------------------------------------
|
||||
//--------------------------------------------------------------
|
||||
// Since shadertoy doesn't have sRGB textures
|
||||
// And we need linear input into shader
|
||||
// Don't do this in your code
|
||||
float FromSrgb1(float c){
|
||||
return (c<=0.04045)?c*(1.0/12.92):
|
||||
pow(c*(1.0/1.055)+(0.055/1.055),CRT_GAMMA);}
|
||||
//--------------------------------------------------------------
|
||||
vec3 FromSrgb(vec3 c){return vec3(
|
||||
FromSrgb1(c.r),FromSrgb1(c.g),FromSrgb1(c.b));}
|
||||
|
||||
// Convert from linear to sRGB
|
||||
// Since shader toy output is not linear
|
||||
float ToSrgb1(float c){
|
||||
return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
|
||||
//--------------------------------------------------------------
|
||||
vec3 ToSrgb(vec3 c){return vec3(
|
||||
ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
|
||||
//--------------------------------------------------------------
|
||||
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
// DEFINES
|
||||
//
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_CPU - CPU code
|
||||
// CRTS_GPU - GPU code
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_GLSL - GLSL
|
||||
// CRTS_HLSL - HLSL (not tested yet)
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_DEBUG - Define to see on/off split screen
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_WARP - Apply screen warp
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_2_TAP - Faster very pixely 2-tap filter (off is 8)
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_MASK_GRILLE - Aperture grille (aka Trinitron)
|
||||
// CRTS_MASK_GRILLE_LITE - Brighter (subtractive channels)
|
||||
// CRTS_MASK_NONE - No mask
|
||||
// CRTS_MASK_SHADOW - Horizontally stretched shadow mask
|
||||
//--------------------------------------------------------------
|
||||
// CRTS_TONE - Normalize mid-level and process color
|
||||
// CRTS_CONTRAST - Process color - enable contrast control
|
||||
// CRTS_SATURATION - Process color - enable saturation control
|
||||
//--------------------------------------------------------------
|
||||
#define CRTS_STATIC
|
||||
#define CrtsPow
|
||||
#define CRTS_RESTRICT
|
||||
//==============================================================
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
//==============================================================
|
||||
// SETUP FOR CRTS
|
||||
//--------------------------------------------------------------
|
||||
//==============================================================
|
||||
//#define CRTS_DEBUG 1
|
||||
#define CRTS_GPU 1
|
||||
#define CRTS_GLSL 1
|
||||
//--------------------------------------------------------------
|
||||
//#define CRTS_2_TAP 1
|
||||
//--------------------------------------------------------------
|
||||
#define CRTS_TONE 1
|
||||
#define CRTS_CONTRAST 0
|
||||
#define CRTS_SATURATION 0
|
||||
//--------------------------------------------------------------
|
||||
#define CRTS_WARP 1
|
||||
//--------------------------------------------------------------
|
||||
// Try different masks -> moved to runtime parameters
|
||||
//#define CRTS_MASK_GRILLE 1
|
||||
//#define CRTS_MASK_GRILLE_LITE 1
|
||||
//#define CRTS_MASK_NONE 1
|
||||
//#define CRTS_MASK_SHADOW 1
|
||||
//--------------------------------------------------------------
|
||||
// Scanline thinness
|
||||
// 0.50 = fused scanlines
|
||||
// 0.70 = recommended default
|
||||
// 1.00 = thinner scanlines (too thin)
|
||||
#define INPUT_THIN 0.5 + (0.5 * SCANLINE_THINNESS)
|
||||
//--------------------------------------------------------------
|
||||
// Horizonal scan blur
|
||||
// -3.0 = pixely
|
||||
// -2.5 = default
|
||||
// -2.0 = smooth
|
||||
// -1.0 = too blurry
|
||||
#define INPUT_BLUR -1.0 * SCAN_BLUR
|
||||
//--------------------------------------------------------------
|
||||
// Shadow mask effect, ranges from,
|
||||
// 0.25 = large amount of mask (not recommended, too dark)
|
||||
// 0.50 = recommended default
|
||||
// 1.00 = no shadow mask
|
||||
#define INPUT_MASK 1.0 - MASK_INTENSITY
|
||||
//--------------------------------------------------------------
|
||||
#define INPUT_X InputSize.x
|
||||
#define INPUT_Y InputSize.y
|
||||
//--------------------------------------------------------------
|
||||
// Setup the function which returns input image color
|
||||
vec3 CrtsFetch(vec2 uv){
|
||||
// For shadertoy, scale to get native texels in the image
|
||||
uv*=vec2(INPUT_X,INPUT_Y)/TextureSize.xy;
|
||||
// Move towards intersting parts
|
||||
// uv+=vec2(0.5,0.5);
|
||||
// Non-shadertoy case would not have the color conversion
|
||||
return FromSrgb(COMPAT_TEXTURE(Texture,uv.xy,-16.0).rgb);}
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
//
|
||||
// GPU CODE
|
||||
//
|
||||
//==============================================================
|
||||
#ifdef CRTS_GPU
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
// PORTABILITY
|
||||
//==============================================================
|
||||
#ifdef CRTS_GLSL
|
||||
#define CrtsF1 float
|
||||
#define CrtsF2 vec2
|
||||
#define CrtsF3 vec3
|
||||
#define CrtsF4 vec4
|
||||
#define CrtsFractF1 fract
|
||||
#define CrtsRcpF1(x) (1.0/(x))
|
||||
#define CrtsSatF1(x) clamp((x),0.0,1.0)
|
||||
//--------------------------------------------------------------
|
||||
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
|
||||
return max(a,max(b,c));}
|
||||
#endif
|
||||
//==============================================================
|
||||
#ifdef CRTS_HLSL
|
||||
#define CrtsF1 float
|
||||
#define CrtsF2 float2
|
||||
#define CrtsF3 float3
|
||||
#define CrtsF4 float4
|
||||
#define CrtsFractF1 frac
|
||||
#define CrtsRcpF1(x) (1.0/(x))
|
||||
#define CrtsSatF1(x) saturate(x)
|
||||
//--------------------------------------------------------------
|
||||
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
|
||||
return max(a,max(b,c));}
|
||||
#endif
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
// TONAL CONTROL CONSTANT GENERATION
|
||||
//--------------------------------------------------------------
|
||||
// This is in here for rapid prototyping
|
||||
// Please use the CPU code and pass in as constants
|
||||
//==============================================================
|
||||
CrtsF4 CrtsTone(
|
||||
CrtsF1 contrast,
|
||||
CrtsF1 saturation,
|
||||
CrtsF1 thin,
|
||||
CrtsF1 mask){
|
||||
//--------------------------------------------------------------
|
||||
if(MASK == 0.0) mask=1.0;
|
||||
//--------------------------------------------------------------
|
||||
if(MASK == 1.0){
|
||||
// Normal R mask is {1.0,mask,mask}
|
||||
// LITE R mask is {mask,1.0,1.0}
|
||||
mask=0.5+mask*0.5;
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
CrtsF4 ret;
|
||||
CrtsF1 midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
|
||||
CrtsF1 pMidIn=pow(0.18,contrast);
|
||||
ret.x=contrast;
|
||||
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
|
||||
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
|
||||
ret.w=contrast+saturation;
|
||||
return ret;}
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
// MASK
|
||||
//--------------------------------------------------------------
|
||||
// Letting LCD/OLED pixel elements function like CRT phosphors
|
||||
// So "phosphor" resolution scales with display resolution
|
||||
//--------------------------------------------------------------
|
||||
// Not applying any warp to the mask (want high frequency)
|
||||
// Real aperture grille has a mask which gets wider on ends
|
||||
// Not attempting to be "real" but instead look the best
|
||||
//--------------------------------------------------------------
|
||||
// Shadow mask is stretched horizontally
|
||||
// RRGGBB
|
||||
// GBBRRG
|
||||
// RRGGBB
|
||||
// This tends to look better on LCDs than vertical
|
||||
// Also 2 pixel width is required to get triad centered
|
||||
//--------------------------------------------------------------
|
||||
// The LITE version of the Aperture Grille is brighter
|
||||
// Uses {dark,1.0,1.0} for R channel
|
||||
// Non LITE version uses {1.0,dark,dark}
|
||||
//--------------------------------------------------------------
|
||||
// 'pos' - This is 'fragCoord.xy'
|
||||
// Pixel {0,0} should be {0.5,0.5}
|
||||
// Pixel {1,1} should be {1.5,1.5}
|
||||
//--------------------------------------------------------------
|
||||
// 'dark' - Exposure of of masked channel
|
||||
// 0.0=fully off, 1.0=no effect
|
||||
//==============================================================
|
||||
CrtsF3 CrtsMask(CrtsF2 pos,CrtsF1 dark){
|
||||
if(MASK == 2.0){
|
||||
CrtsF3 m=CrtsF3(dark,dark,dark);
|
||||
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
|
||||
if(x<(1.0/3.0))m.r=1.0;
|
||||
else if(x<(2.0/3.0))m.g=1.0;
|
||||
else m.b=1.0;
|
||||
return m;
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
if(MASK == 1.0){
|
||||
CrtsF3 m=CrtsF3(1.0,1.0,1.0);
|
||||
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
|
||||
if(x<(1.0/3.0))m.r=dark;
|
||||
else if(x<(2.0/3.0))m.g=dark;
|
||||
else m.b=dark;
|
||||
return m;
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
if(MASK == 0.0){
|
||||
return CrtsF3(1.0,1.0,1.0);
|
||||
}
|
||||
//--------------------------------------------------------------
|
||||
if(MASK == 3.0){
|
||||
pos.x+=pos.y*2.9999;
|
||||
CrtsF3 m=CrtsF3(dark,dark,dark);
|
||||
CrtsF1 x=CrtsFractF1(pos.x*(1.0/6.0));
|
||||
if(x<(1.0/3.0))m.r=1.0;
|
||||
else if(x<(2.0/3.0))m.g=1.0;
|
||||
else m.b=1.0;
|
||||
return m;
|
||||
}
|
||||
}
|
||||
//_____________________________/\_______________________________
|
||||
//==============================================================
|
||||
// FILTER ENTRY
|
||||
//--------------------------------------------------------------
|
||||
// Input must be linear
|
||||
// Output color is linear
|
||||
//--------------------------------------------------------------
|
||||
// Must have fetch function setup: CrtsF3 CrtsFetch(CrtsF2 uv)
|
||||
// - The 'uv' range is {0.0 to 1.0} for input texture
|
||||
// - Output of this must be linear color
|
||||
//--------------------------------------------------------------
|
||||
// SCANLINE MATH & AUTO-EXPOSURE NOTES
|
||||
// ===================================
|
||||
// Each output line has contribution from at most 2 scanlines
|
||||
// Scanlines are shaped by a windowed cosine function
|
||||
// This shape blends together well with only 2 lines of overlap
|
||||
//--------------------------------------------------------------
|
||||
// Base scanline intensity is as follows
|
||||
// which leaves output intensity range from {0 to 1.0}
|
||||
// --------
|
||||
// thin := range {thick 0.5 to thin 1.0}
|
||||
// off := range {0.0 to <1.0},
|
||||
// sub-pixel offset between two scanlines
|
||||
// --------
|
||||
// a0=cos(min(0.5, off *thin)*2pi)*0.5+0.5;
|
||||
// a1=cos(min(0.5,(1.0-off)*thin)*2pi)*0.5+0.5;
|
||||
//--------------------------------------------------------------
|
||||
// This leads to a image darkening factor of roughly:
|
||||
// {(1.5-thin)/1.0}
|
||||
// This is further reduced by the mask:
|
||||
// {1.0/2.0+mask*1.0/2.0}
|
||||
// Reciprocal of combined effect is used for auto-exposure
|
||||
// to scale up the mid-level in the tonemapper
|
||||
//==============================================================
|
||||
CrtsF3 CrtsFilter(
|
||||
//--------------------------------------------------------------
|
||||
// SV_POSITION, fragCoord.xy
|
||||
CrtsF2 ipos,
|
||||
//--------------------------------------------------------------
|
||||
// inputSize / outputSize (in pixels)
|
||||
CrtsF2 inputSizeDivOutputSize,
|
||||
//--------------------------------------------------------------
|
||||
// 0.5 * inputSize (in pixels)
|
||||
CrtsF2 halfInputSize,
|
||||
//--------------------------------------------------------------
|
||||
// 1.0 / inputSize (in pixels)
|
||||
CrtsF2 rcpInputSize,
|
||||
//--------------------------------------------------------------
|
||||
// 1.0 / outputSize (in pixels)
|
||||
CrtsF2 rcpOutputSize,
|
||||
//--------------------------------------------------------------
|
||||
// 2.0 / outputSize (in pixels)
|
||||
CrtsF2 twoDivOutputSize,
|
||||
//--------------------------------------------------------------
|
||||
// inputSize.y
|
||||
CrtsF1 inputHeight,
|
||||
//--------------------------------------------------------------
|
||||
// Warp scanlines but not phosphor mask
|
||||
// 0.0 = no warp
|
||||
// 1.0/64.0 = light warping
|
||||
// 1.0/32.0 = more warping
|
||||
// Want x and y warping to be different (based on aspect)
|
||||
CrtsF2 warp,
|
||||
//--------------------------------------------------------------
|
||||
// Scanline thinness
|
||||
// 0.50 = fused scanlines
|
||||
// 0.70 = recommended default
|
||||
// 1.00 = thinner scanlines (too thin)
|
||||
// Shared with CrtsTone() function
|
||||
CrtsF1 thin,
|
||||
//--------------------------------------------------------------
|
||||
// Horizonal scan blur
|
||||
// -3.0 = pixely
|
||||
// -2.5 = default
|
||||
// -2.0 = smooth
|
||||
// -1.0 = too blurry
|
||||
CrtsF1 blur,
|
||||
//--------------------------------------------------------------
|
||||
// Shadow mask effect, ranges from,
|
||||
// 0.25 = large amount of mask (not recommended, too dark)
|
||||
// 0.50 = recommended default
|
||||
// 1.00 = no shadow mask
|
||||
// Shared with CrtsTone() function
|
||||
CrtsF1 mask,
|
||||
//--------------------------------------------------------------
|
||||
// Tonal curve parameters generated by CrtsTone()
|
||||
CrtsF4 tone
|
||||
//--------------------------------------------------------------
|
||||
){
|
||||
//--------------------------------------------------------------
|
||||
#ifdef CRTS_DEBUG
|
||||
CrtsF2 uv=ipos*rcpOutputSize;
|
||||
// Show second half processed, and first half un-processed
|
||||
if(uv.x<0.5){
|
||||
// Force nearest to get squares
|
||||
uv*=1.0/rcpInputSize;
|
||||
uv=floor(uv)+CrtsF2(0.5,0.5);
|
||||
uv*=rcpInputSize;
|
||||
CrtsF3 color=CrtsFetch(uv);
|
||||
return color;}
|
||||
#endif
|
||||
//--------------------------------------------------------------
|
||||
// Optional apply warp
|
||||
CrtsF2 pos;
|
||||
#ifdef CRTS_WARP
|
||||
// Convert to {-1 to 1} range
|
||||
pos=ipos*twoDivOutputSize-CrtsF2(1.0,1.0);
|
||||
// Distort pushes image outside {-1 to 1} range
|
||||
pos*=CrtsF2(
|
||||
1.0+(pos.y*pos.y)*warp.x,
|
||||
1.0+(pos.x*pos.x)*warp.y);
|
||||
// TODO: Vignette needs optimization
|
||||
CrtsF1 vin=(1.0-(
|
||||
(1.0-CrtsSatF1(pos.x*pos.x))*(1.0-CrtsSatF1(pos.y*pos.y)))) * (0.998 + (0.001 * CORNER));
|
||||
vin=CrtsSatF1((-vin)*inputHeight+inputHeight);
|
||||
// Leave in {0 to inputSize}
|
||||
pos=pos*halfInputSize+halfInputSize;
|
||||
#else
|
||||
pos=ipos*inputSizeDivOutputSize;
|
||||
#endif
|
||||
//--------------------------------------------------------------
|
||||
// Snap to center of first scanline
|
||||
CrtsF1 y0=floor(pos.y-0.5)+0.5;
|
||||
#ifdef CRTS_2_TAP
|
||||
// Using Inigo's "Improved Texture Interpolation"
|
||||
// http://iquilezles.org/www/articles/texture/texture.htm
|
||||
pos.x+=0.5;
|
||||
CrtsF1 xi=floor(pos.x);
|
||||
CrtsF1 xf=pos.x-xi;
|
||||
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
|
||||
CrtsF1 x0=xi+xf-0.5;
|
||||
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
||||
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
|
||||
CrtsF3 colA=CrtsFetch(p);
|
||||
p.y+=rcpInputSize.y;
|
||||
CrtsF3 colB=CrtsFetch(p);
|
||||
#else
|
||||
// Snap to center of one of four pixels
|
||||
CrtsF1 x0=floor(pos.x-1.5)+0.5;
|
||||
// Inital UV position
|
||||
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
||||
// Fetch 4 nearest texels from 2 nearest scanlines
|
||||
CrtsF3 colA0=CrtsFetch(p);
|
||||
p.x+=rcpInputSize.x;
|
||||
CrtsF3 colA1=CrtsFetch(p);
|
||||
p.x+=rcpInputSize.x;
|
||||
CrtsF3 colA2=CrtsFetch(p);
|
||||
p.x+=rcpInputSize.x;
|
||||
CrtsF3 colA3=CrtsFetch(p);
|
||||
p.y+=rcpInputSize.y;
|
||||
CrtsF3 colB3=CrtsFetch(p);
|
||||
p.x-=rcpInputSize.x;
|
||||
CrtsF3 colB2=CrtsFetch(p);
|
||||
p.x-=rcpInputSize.x;
|
||||
CrtsF3 colB1=CrtsFetch(p);
|
||||
p.x-=rcpInputSize.x;
|
||||
CrtsF3 colB0=CrtsFetch(p);
|
||||
#endif
|
||||
//--------------------------------------------------------------
|
||||
// Vertical filter
|
||||
// Scanline intensity is using sine wave
|
||||
// Easy filter window and integral used later in exposure
|
||||
CrtsF1 off=pos.y-y0;
|
||||
CrtsF1 pi2=6.28318530717958;
|
||||
CrtsF1 hlf=0.5;
|
||||
CrtsF1 scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
|
||||
CrtsF1 scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
|
||||
//--------------------------------------------------------------
|
||||
#ifdef CRTS_2_TAP
|
||||
#ifdef CRTS_WARP
|
||||
// Get rid of wrong pixels on edge
|
||||
scanA*=vin;
|
||||
scanB*=vin;
|
||||
#endif
|
||||
// Apply vertical filter
|
||||
CrtsF3 color=(colA*scanA)+(colB*scanB);
|
||||
#else
|
||||
// Horizontal kernel is simple gaussian filter
|
||||
CrtsF1 off0=pos.x-x0;
|
||||
CrtsF1 off1=off0-1.0;
|
||||
CrtsF1 off2=off0-2.0;
|
||||
CrtsF1 off3=off0-3.0;
|
||||
CrtsF1 pix0=exp2(blur*off0*off0);
|
||||
CrtsF1 pix1=exp2(blur*off1*off1);
|
||||
CrtsF1 pix2=exp2(blur*off2*off2);
|
||||
CrtsF1 pix3=exp2(blur*off3*off3);
|
||||
CrtsF1 pixT=CrtsRcpF1(pix0+pix1+pix2+pix3);
|
||||
#ifdef CRTS_WARP
|
||||
// Get rid of wrong pixels on edge
|
||||
pixT*=vin;
|
||||
#endif
|
||||
scanA*=pixT;
|
||||
scanB*=pixT;
|
||||
// Apply horizontal and vertical filters
|
||||
CrtsF3 color=
|
||||
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
|
||||
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
|
||||
#endif
|
||||
//--------------------------------------------------------------
|
||||
// Apply phosphor mask
|
||||
color*=CrtsMask(ipos,mask);
|
||||
//--------------------------------------------------------------
|
||||
// Optional color processing
|
||||
#ifdef CRTS_TONE
|
||||
// Tonal control, start by protecting from /0
|
||||
CrtsF1 peak=max(1.0/(256.0*65536.0),
|
||||
CrtsMax3F1(color.r,color.g,color.b));
|
||||
// Compute the ratios of {R,G,B}
|
||||
CrtsF3 ratio=color*CrtsRcpF1(peak);
|
||||
// Apply tonal curve to peak value
|
||||
#ifdef CRTS_CONTRAST
|
||||
peak=pow(peak,tone.x);
|
||||
#endif
|
||||
peak=peak*CrtsRcpF1(peak*tone.y+tone.z);
|
||||
// Apply saturation
|
||||
#ifdef CRTS_SATURATION
|
||||
ratio=pow(ratio,CrtsF3(tone.w,tone.w,tone.w));
|
||||
#endif
|
||||
// Reconstruct color
|
||||
return ratio*peak;
|
||||
#else
|
||||
return color;
|
||||
#endif
|
||||
//--------------------------------------------------------------
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 warp_factor;
|
||||
warp_factor.x = CURVATURE;
|
||||
warp_factor.y = (3.0 / 4.0) * warp_factor.x; // assume 4:3 aspect
|
||||
warp_factor.x *= (1.0 - TRINITRON_CURVE);
|
||||
FragColor.rgb = CrtsFilter(vTexCoord.xy * OutputSize.xy*(TextureSize.xy / InputSize.xy),
|
||||
InputSize.xy / OutputSize.xy,
|
||||
InputSize.xy * vec2(0.5,0.5),
|
||||
1.0/InputSize.xy,
|
||||
1.0/OutputSize.xy,
|
||||
2.0/OutputSize.xy,
|
||||
InputSize.y,
|
||||
warp_factor,
|
||||
INPUT_THIN,
|
||||
INPUT_BLUR,
|
||||
INPUT_MASK,
|
||||
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
|
||||
|
||||
// Shadertoy outputs non-linear color
|
||||
FragColor.rgb=ToSrgb(FragColor.rgb);
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,73 @@
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,137 @@
|
||||
/*
|
||||
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
|
||||
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
|
||||
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
|
||||
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
|
||||
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
|
||||
Modified to use 5 texture fetches
|
||||
*/
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision COMPAT_PRECISION float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
COL0 = COLOR;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out mediump vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define outsize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
void main()
|
||||
{
|
||||
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
|
||||
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
|
||||
// location [1, 1] in the grid, where [0, 0] is the top left corner.
|
||||
vec2 samplePos = vTexCoord * SourceSize.xy;
|
||||
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
|
||||
|
||||
// Compute the fractional offset from our starting texel to our original sample location, which we'll
|
||||
// feed into the Catmull-Rom spline function to get our filter weights.
|
||||
vec2 f = samplePos - texPos1;
|
||||
|
||||
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
|
||||
// These equations are pre-expanded based on our knowledge of where the texels will be located,
|
||||
// which lets us avoid having to evaluate a piece-wise function.
|
||||
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
|
||||
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
|
||||
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
|
||||
vec2 w3 = f * f * (-0.5 + 0.5 * f);
|
||||
|
||||
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
|
||||
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
|
||||
vec2 w12 = w1 + w2;
|
||||
vec2 offset12 = w2 / (w1 + w2);
|
||||
|
||||
// Compute the final UV coordinates we'll use for sampling the texture
|
||||
vec2 texPos0 = texPos1 - 1.;
|
||||
vec2 texPos3 = texPos1 + 2.;
|
||||
vec2 texPos12 = texPos1 + offset12;
|
||||
|
||||
texPos0 *= SourceSize.zw;
|
||||
texPos3 *= SourceSize.zw;
|
||||
texPos12 *= SourceSize.zw;
|
||||
|
||||
float wtm = w12.x * w0.y;
|
||||
float wml = w0.x * w12.y;
|
||||
float wmm = w12.x * w12.y;
|
||||
float wmr = w3.x * w12.y;
|
||||
float wbm = w12.x * w3.y;
|
||||
|
||||
vec3 result = vec3(0.0f);
|
||||
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
|
||||
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
|
||||
|
||||
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,202 @@
|
||||
/*
|
||||
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
|
||||
|
||||
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
#define JINC2_WINDOW_SINC 0.405
|
||||
#define JINC2_SINC 0.79
|
||||
#define JINC2_AR_STRENGTH 0.8
|
||||
|
||||
#define texCoord TEX0
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define OUT out
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
#else
|
||||
#define OUT varying
|
||||
#define IN attribute
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
|
||||
IN vec4 VertexCoord;
|
||||
IN vec4 Color;
|
||||
IN vec2 TexCoord;
|
||||
OUT vec4 color;
|
||||
OUT vec2 texCoord;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
color = Color;
|
||||
texCoord = TexCoord * 1.0001;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define IN varying
|
||||
#define FragColor gl_FragColor
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D s_p;
|
||||
IN vec2 texCoord;
|
||||
|
||||
const float halfpi = 1.5707963267948966192313216916398;
|
||||
const float pi = 3.1415926535897932384626433832795;
|
||||
const float wa = JINC2_WINDOW_SINC*pi;
|
||||
const float wb = JINC2_SINC*pi;
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
vec4 res;
|
||||
|
||||
res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 color;
|
||||
vec4 weights[4];
|
||||
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = texCoord*TextureSize;
|
||||
|
||||
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
dx = dx/TextureSize;
|
||||
dy = dy/TextureSize;
|
||||
tc = tc/TextureSize;
|
||||
|
||||
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
|
||||
vec3 c10 = tex2D(s_p, tc -dy).xyz;
|
||||
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
|
||||
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
|
||||
vec3 c11 = tex2D(s_p, tc ).xyz;
|
||||
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
|
||||
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
|
||||
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
|
||||
vec3 c12 = tex2D(s_p, tc +dy).xyz;
|
||||
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
|
||||
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
|
||||
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
color = tex2D(s_p, texCoord).xyz;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
/*
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
|
||||
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
|
||||
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
|
||||
*/
|
||||
|
||||
|
||||
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
|
||||
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
|
||||
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
|
||||
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
|
||||
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor.xyz = color;
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,205 @@
|
||||
/*
|
||||
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
|
||||
|
||||
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
#define JINC2_WINDOW_SINC 0.5
|
||||
#define JINC2_SINC 1.0
|
||||
#define JINC2_AR_STRENGTH 0.8
|
||||
|
||||
#define texCoord TEX0
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define OUT out
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
#else
|
||||
#define OUT varying
|
||||
#define IN attribute
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
|
||||
IN vec4 VertexCoord;
|
||||
IN vec4 Color;
|
||||
IN vec2 TexCoord;
|
||||
OUT vec4 color;
|
||||
OUT vec2 texCoord;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
color = Color;
|
||||
texCoord = TexCoord;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define IN varying
|
||||
#define FragColor gl_FragColor
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D s_p;
|
||||
IN vec2 texCoord;
|
||||
|
||||
const float halfpi = 1.5707963267948966192313216916398;
|
||||
const float pi = 3.1415926535897932384626433832795;
|
||||
const float wa = JINC2_WINDOW_SINC*pi;
|
||||
const float wb = JINC2_SINC*pi;
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
vec4 res;
|
||||
|
||||
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
|
||||
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
|
||||
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
|
||||
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 color;
|
||||
vec4 weights[4];
|
||||
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = texCoord*TextureSize;
|
||||
|
||||
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
dx = dx/TextureSize;
|
||||
dy = dy/TextureSize;
|
||||
tc = tc/TextureSize;
|
||||
|
||||
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
|
||||
vec3 c10 = tex2D(s_p, tc -dy).xyz;
|
||||
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
|
||||
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
|
||||
vec3 c11 = tex2D(s_p, tc ).xyz;
|
||||
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
|
||||
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
|
||||
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
|
||||
vec3 c12 = tex2D(s_p, tc +dy).xyz;
|
||||
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
|
||||
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
|
||||
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
color = tex2D(s_p, texCoord).xyz;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
/*
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
|
||||
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
|
||||
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
|
||||
*/
|
||||
|
||||
|
||||
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
|
||||
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
|
||||
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
|
||||
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
|
||||
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor.xyz = color;
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,73 @@
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,10 @@
|
||||
This is a package of pixel shaders intended for old school emulators.
|
||||
Copyrights are held by the respective authors.
|
||||
|
||||
https://github.com/libretro/glsl-shaders
|
||||
|
||||
|
||||
Note: Filename must end with "bilinear.glsl" to enable bilinear hardware filtering (GL_LINEAR)
|
||||
|
||||
|
||||
Extract shader-package.zip to unlock 100+ additional shaders
|
||||
@ -0,0 +1,106 @@
|
||||
// Parameter lines go here:
|
||||
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
|
||||
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
|
||||
|
||||
#define pi 3.141592654
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
COMPAT_VARYING vec2 omega;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
COL0 = COLOR;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
omega = vec2(pi * OutputSize.x, 2.0 * pi * TextureSize.y);
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
COMPAT_VARYING vec2 omega;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
// All parameter floats need to have COMPAT_PRECISION in front of them
|
||||
uniform COMPAT_PRECISION float SCANLINE_BASE_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_A;
|
||||
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_B;
|
||||
#else
|
||||
#define SCANLINE_BASE_BRIGHTNESS 0.95
|
||||
#define SCANLINE_SINE_COMP_A 0.0
|
||||
#define SCANLINE_SINE_COMP_B 0.15
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
|
||||
vec3 res = COMPAT_TEXTURE(Source, vTexCoord).xyz;
|
||||
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
|
||||
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
|
||||
}
|
||||
#endif
|
||||
Binary file not shown.
@ -0,0 +1,148 @@
|
||||
/*
|
||||
Fast Sharpen Shader
|
||||
|
||||
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
|
||||
#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
|
||||
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
COMPAT_VARYING vec2 g10;
|
||||
COMPAT_VARYING vec2 g01;
|
||||
COMPAT_VARYING vec2 g12;
|
||||
COMPAT_VARYING vec2 g21;
|
||||
|
||||
// compatibility #defines
|
||||
#define vTexCoord TEX0.xy
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy * 1.00001;
|
||||
g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
|
||||
g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
|
||||
g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
|
||||
g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out COMPAT_PRECISION vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
COMPAT_VARYING vec2 g10;
|
||||
COMPAT_VARYING vec2 g01;
|
||||
COMPAT_VARYING vec2 g12;
|
||||
COMPAT_VARYING vec2 g21;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float SHARPEN;
|
||||
uniform COMPAT_PRECISION float CONTR;
|
||||
uniform COMPAT_PRECISION float DETAILS;
|
||||
#else
|
||||
#define SHARPEN 1.2
|
||||
#define CONTR 0.08
|
||||
#define DETAILS 1.0
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
|
||||
vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
|
||||
vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
|
||||
vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
|
||||
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
|
||||
vec3 b11 = (c10+c01+c12+c21)*0.25;
|
||||
|
||||
float contrast = max(max(c11.r,c11.g),c11.b);
|
||||
contrast = mix(2.0*CONTR, CONTR, contrast);
|
||||
|
||||
vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
|
||||
vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
|
||||
|
||||
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
|
||||
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
|
||||
|
||||
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
|
||||
|
||||
FragColor = vec4(c11,1.0);
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,300 @@
|
||||
#version 130
|
||||
|
||||
/*
|
||||
Hyllian's xBR-lv2-noblend Shader
|
||||
|
||||
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
|
||||
*/
|
||||
|
||||
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 0.6 0.0 2.0 0.1
|
||||
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
|
||||
|
||||
#define mul(a,b) (b*a)
|
||||
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
#define CORNER_A
|
||||
//#define CORNER_B
|
||||
//#define CORNER_C
|
||||
//#define CORNER_D
|
||||
|
||||
#define lv2_cf XBR_LV2_COEFFICIENT
|
||||
|
||||
#define texCoord TEX0
|
||||
#define t1 TEX1
|
||||
#define t2 TEX2
|
||||
#define t3 TEX3
|
||||
#define t4 TEX4
|
||||
#define t5 TEX5
|
||||
#define t6 TEX6
|
||||
#define t7 TEX7
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define OUT out
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
#else
|
||||
#define OUT varying
|
||||
#define IN attribute
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define PRECISION mediump
|
||||
#else
|
||||
#define PRECISION
|
||||
#endif
|
||||
|
||||
|
||||
IN vec4 VertexCoord;
|
||||
IN vec4 Color;
|
||||
IN vec2 TexCoord;
|
||||
|
||||
OUT vec4 color;
|
||||
OUT vec2 texCoord;
|
||||
OUT vec4 t1;
|
||||
OUT vec4 t2;
|
||||
OUT vec4 t3;
|
||||
OUT vec4 t4;
|
||||
OUT vec4 t5;
|
||||
OUT vec4 t6;
|
||||
OUT vec4 t7;
|
||||
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform PRECISION int FrameDirection;
|
||||
uniform PRECISION int FrameCount;
|
||||
uniform PRECISION vec2 OutputSize;
|
||||
uniform PRECISION vec2 TextureSize;
|
||||
uniform PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
color = Color;
|
||||
|
||||
float dx = (1.0/TextureSize.x);
|
||||
float dy = (1.0/TextureSize.y);
|
||||
|
||||
texCoord = TexCoord;
|
||||
texCoord.x *= 1.00000001;
|
||||
t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
|
||||
t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
|
||||
t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
|
||||
t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
|
||||
t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
|
||||
t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
|
||||
t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
|
||||
}
|
||||
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define IN in
|
||||
#define tex2D texture
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define IN varying
|
||||
#define FragColor gl_FragColor
|
||||
#define tex2D texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define PRECISION mediump
|
||||
#else
|
||||
#define PRECISION
|
||||
#endif
|
||||
|
||||
uniform PRECISION int FrameDirection;
|
||||
uniform PRECISION int FrameCount;
|
||||
uniform PRECISION vec2 OutputSize;
|
||||
uniform PRECISION vec2 TextureSize;
|
||||
uniform PRECISION vec2 InputSize;
|
||||
uniform sampler2D decal;
|
||||
IN vec2 texCoord;
|
||||
IN vec4 t1;
|
||||
IN vec4 t2;
|
||||
IN vec4 t3;
|
||||
IN vec4 t4;
|
||||
IN vec4 t5;
|
||||
IN vec4 t6;
|
||||
IN vec4 t7;
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform PRECISION float XBR_EQ_THRESHOLD;
|
||||
uniform PRECISION float XBR_LV2_COEFFICIENT;
|
||||
#else
|
||||
#define XBR_EQ_THRESHOLD 0.6
|
||||
#define XBR_LV2_COEFFICIENT 2.0
|
||||
#endif
|
||||
// END PARAMETERS //
|
||||
|
||||
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
// Difference between vector components.
|
||||
vec4 df(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(abs(A-B));
|
||||
}
|
||||
|
||||
// Compare two vectors and return their components are different.
|
||||
vec4 diff(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
// Determine if two vector components are equal based on a threshold.
|
||||
vec4 eq(vec4 A, vec4 B)
|
||||
{
|
||||
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
|
||||
}
|
||||
|
||||
// Determine if two vector components are NOT equal based on a threshold.
|
||||
vec4 neq(vec4 A, vec4 B)
|
||||
{
|
||||
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||
}
|
||||
|
||||
// Weighted distance.
|
||||
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
|
||||
}
|
||||
|
||||
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
|
||||
{
|
||||
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
|
||||
}
|
||||
|
||||
float c_df(vec3 c1, vec3 c2)
|
||||
{
|
||||
vec3 df = abs(c1 - c2);
|
||||
return df.r + df.g + df.b;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 edri, edr, edr_l, edr_u; // px = pixel, edr = edge detection rule
|
||||
vec4 irlv1, irlv2l, irlv2u, block_3d;
|
||||
bvec4 nc, px;
|
||||
vec4 fx, fx_l, fx_u; // inequations of straight lines.
|
||||
|
||||
vec2 fp = fract(texCoord*TextureSize);
|
||||
|
||||
vec3 A1 = tex2D(decal, t1.xw ).xyz;
|
||||
vec3 B1 = tex2D(decal, t1.yw ).xyz;
|
||||
vec3 C1 = tex2D(decal, t1.zw ).xyz;
|
||||
vec3 A = tex2D(decal, t2.xw ).xyz;
|
||||
vec3 B = tex2D(decal, t2.yw ).xyz;
|
||||
vec3 C = tex2D(decal, t2.zw ).xyz;
|
||||
vec3 D = tex2D(decal, t3.xw ).xyz;
|
||||
vec3 E = tex2D(decal, t3.yw ).xyz;
|
||||
vec3 F = tex2D(decal, t3.zw ).xyz;
|
||||
vec3 G = tex2D(decal, t4.xw ).xyz;
|
||||
vec3 H = tex2D(decal, t4.yw ).xyz;
|
||||
vec3 I = tex2D(decal, t4.zw ).xyz;
|
||||
vec3 G5 = tex2D(decal, t5.xw ).xyz;
|
||||
vec3 H5 = tex2D(decal, t5.yw ).xyz;
|
||||
vec3 I5 = tex2D(decal, t5.zw ).xyz;
|
||||
vec3 A0 = tex2D(decal, t6.xy ).xyz;
|
||||
vec3 D0 = tex2D(decal, t6.xz ).xyz;
|
||||
vec3 G0 = tex2D(decal, t6.xw ).xyz;
|
||||
vec3 C4 = tex2D(decal, t7.xy ).xyz;
|
||||
vec3 F4 = tex2D(decal, t7.xz ).xyz;
|
||||
vec3 I4 = tex2D(decal, t7.xw ).xyz;
|
||||
|
||||
vec4 b = mul( mat4x3(B, D, H, F), Y );
|
||||
vec4 c = mul( mat4x3(C, A, G, I), Y );
|
||||
vec4 e = mul( mat4x3(E, E, E, E), Y );
|
||||
vec4 d = b.yzwx;
|
||||
vec4 f = b.wxyz;
|
||||
vec4 g = c.zwxy;
|
||||
vec4 h = b.zwxy;
|
||||
vec4 i = c.wxyz;
|
||||
|
||||
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), Y );
|
||||
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), Y );
|
||||
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), Y );
|
||||
vec4 f4 = h5.yzwx;
|
||||
|
||||
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
|
||||
fx_l = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
|
||||
fx_u = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
|
||||
|
||||
#ifdef CORNER_A
|
||||
irlv1 = diff(e,f) * diff(e,h);
|
||||
#endif
|
||||
#ifdef CORNER_B
|
||||
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c));
|
||||
#endif
|
||||
#ifdef CORNER_D
|
||||
vec4 c1 = i4.yzwx;
|
||||
vec4 g0 = i5.wxyz;
|
||||
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0));
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c));
|
||||
#endif
|
||||
|
||||
irlv2l = diff(e,g) * diff(d,g);
|
||||
irlv2u = diff(e,c) * diff(b,c);
|
||||
|
||||
vec4 wd1 = wd( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = wd( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
edri = step(wd1, wd2) * irlv1;
|
||||
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
|
||||
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
|
||||
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
|
||||
|
||||
nc = bvec4( edr * ( fx + edr_l * (fx_l)) + edr_u * fx_u);
|
||||
|
||||
px = lessThanEqual(df(e, f), df(e, h));
|
||||
|
||||
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : E;
|
||||
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : E;
|
||||
|
||||
vec2 df12 = abs( mul( mat2x3(res1, res2), Y ) - e.xy);
|
||||
|
||||
vec3 res = mix(res1, res2, step(df12.x, df12.y));
|
||||
|
||||
FragColor.xyz = res;
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,375 @@
|
||||
/*
|
||||
Hyllian's xBR-vertex code and texel mapping
|
||||
|
||||
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
// This shader also uses code and/or concepts from xBRZ as it appears
|
||||
// in the Desmume source code. The license for which is as follows:
|
||||
|
||||
// ****************************************************************************
|
||||
// * This file is part of the HqMAME project. It is distributed under *
|
||||
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
|
||||
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
|
||||
// * *
|
||||
// * Additionally and as a special exception, the author gives permission *
|
||||
// * to link the code of this program with the MAME library (or with modified *
|
||||
// * versions of MAME that use the same license as MAME), and distribute *
|
||||
// * linked combinations including the two. You must obey the GNU General *
|
||||
// * Public License in all respects for all of the code used other than MAME. *
|
||||
// * If you modify this file, you may extend this exception to your version *
|
||||
// * of the file, but you are not obligated to do so. If you do not wish to *
|
||||
// * do so, delete this exception statement from your version. *
|
||||
// ****************************************************************************
|
||||
|
||||
#if defined(VERTEX)
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
|
||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define COMPAT_ATTRIBUTE attribute
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
// compatibility #defines
|
||||
#define vTexCoord TEX0.xy
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float WHATEVER;
|
||||
#else
|
||||
#define WHATEVER 0.0
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy * 1.0001;
|
||||
}
|
||||
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
#ifdef GL_ES
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
|
||||
precision highp float;
|
||||
#else
|
||||
precision mediump float;
|
||||
#endif
|
||||
#define COMPAT_PRECISION mediump
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define COMPAT_VARYING in
|
||||
#define COMPAT_TEXTURE texture
|
||||
out COMPAT_PRECISION vec4 FragColor;
|
||||
#else
|
||||
#define COMPAT_VARYING varying
|
||||
#define FragColor gl_FragColor
|
||||
#define COMPAT_TEXTURE texture2D
|
||||
#endif
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
|
||||
#define vTexCoord TEX0.xy
|
||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
|
||||
|
||||
#define BLEND_NONE 0
|
||||
#define BLEND_NORMAL 1
|
||||
#define BLEND_DOMINANT 2
|
||||
#define LUMINANCE_WEIGHT 1.0
|
||||
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
|
||||
#define STEEP_DIRECTION_THRESHOLD 2.2
|
||||
#define DOMINANT_DIRECTION_THRESHOLD 3.6
|
||||
|
||||
float DistYCbCr(vec3 pixA, vec3 pixB)
|
||||
{
|
||||
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
|
||||
const float scaleB = 0.5 / (1.0 - w.b);
|
||||
const float scaleR = 0.5 / (1.0 - w.r);
|
||||
vec3 diff = pixA - pixB;
|
||||
float Y = dot(diff.rgb, w);
|
||||
float Cb = scaleB * (diff.b - Y);
|
||||
float Cr = scaleR * (diff.r - Y);
|
||||
|
||||
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
|
||||
}
|
||||
|
||||
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
|
||||
{
|
||||
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
|
||||
}
|
||||
|
||||
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
|
||||
{
|
||||
vec2 P0 = center - origin;
|
||||
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
|
||||
vec2 distv = P0 - proj;
|
||||
vec2 orth = vec2(-direction.y, direction.x);
|
||||
float side = sign(dot(P0, orth));
|
||||
float v = side * length(distv * scale);
|
||||
|
||||
// return step(0, v);
|
||||
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
|
||||
}
|
||||
|
||||
#define eq(a,b) (a == b)
|
||||
#define neq(a,b) (a != b)
|
||||
|
||||
#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
|
||||
|
||||
void main()
|
||||
{
|
||||
//---------------------------------------
|
||||
// Input Pixel Mapping: -|x|x|x|-
|
||||
// x|A|B|C|x
|
||||
// x|D|E|F|x
|
||||
// x|G|H|I|x
|
||||
// -|x|x|x|-
|
||||
|
||||
vec2 scale = OutputSize.xy * SourceSize.zw;
|
||||
vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
|
||||
vec2 coord = vTexCoord - pos * SourceSize.zw;
|
||||
|
||||
vec3 A = P(-1.,-1.);
|
||||
vec3 B = P( 0.,-1.);
|
||||
vec3 C = P( 1.,-1.);
|
||||
vec3 D = P(-1., 0.);
|
||||
vec3 E = P( 0., 0.);
|
||||
vec3 F = P( 1., 0.);
|
||||
vec3 G = P(-1., 1.);
|
||||
vec3 H = P( 0., 1.);
|
||||
vec3 I = P( 1., 1.);
|
||||
|
||||
// blendResult Mapping: x|y|
|
||||
// w|z|
|
||||
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
|
||||
|
||||
// Preprocess corners
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|-|B|C|-
|
||||
// -|D|E|F|x
|
||||
// -|G|H|I|x
|
||||
// -|-|x|x|-
|
||||
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
|
||||
{
|
||||
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2.,0.)) + (4.0 * DistYCbCr(H, F));
|
||||
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2.,1.)) + (4.0 * DistYCbCr(E, I));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
|
||||
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|A|B|-|-
|
||||
// x|D|E|F|-
|
||||
// x|G|H|I|-
|
||||
// -|x|x|-|-
|
||||
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
|
||||
{
|
||||
float dist_G_E = DistYCbCr(P(-2.,1.) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1.,2.), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
|
||||
float dist_D_H = DistYCbCr(P(-2.,0.) , G) + DistYCbCr(G, P(0.,2.)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
|
||||
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|-|x|x|-
|
||||
// -|A|B|C|x
|
||||
// -|D|E|F|x
|
||||
// -|-|H|I|-
|
||||
// -|-|-|-|-
|
||||
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
|
||||
{
|
||||
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1.,-2.)) + DistYCbCr(H, F) + DistYCbCr(F, P(2.,-1.)) + (4.0 * DistYCbCr(E, C));
|
||||
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0.,-2.), C) + DistYCbCr(C, P(2.,0.)) + (4.0 * DistYCbCr(B, F));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
|
||||
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|x|x|-|-
|
||||
// x|A|B|C|-
|
||||
// x|D|E|F|-
|
||||
// -|G|H|-|-
|
||||
// -|-|-|-|-
|
||||
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
|
||||
{
|
||||
float dist_D_B = DistYCbCr(P(-2.,0.), A) + DistYCbCr(A, P(0.,-2.)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
|
||||
float dist_A_E = DistYCbCr(P(-2.,-1.), D) + DistYCbCr(D, H) + DistYCbCr(P(-1.,-2.), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
|
||||
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
|
||||
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
|
||||
}
|
||||
|
||||
vec3 res = E;
|
||||
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|-|B|C|-
|
||||
// -|D|E|F|x
|
||||
// -|G|H|I|x
|
||||
// -|-|x|x|-
|
||||
if(blendResult.z != BLEND_NONE)
|
||||
{
|
||||
float dist_F_G = DistYCbCr(F, G);
|
||||
float dist_H_C = DistYCbCr(H, C);
|
||||
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
|
||||
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
|
||||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I))));
|
||||
|
||||
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
|
||||
vec2 direction = vec2(1.0, -1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C);
|
||||
origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5);
|
||||
direction.x += haveShallowLine? 1.0: 0.0;
|
||||
direction.y -= haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|-|-|-|-
|
||||
// -|A|B|-|-
|
||||
// x|D|E|F|-
|
||||
// x|G|H|I|-
|
||||
// -|x|x|-|-
|
||||
if(blendResult.w != BLEND_NONE)
|
||||
{
|
||||
float dist_H_A = DistYCbCr(H, A);
|
||||
float dist_D_I = DistYCbCr(D, I);
|
||||
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
|
||||
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
|
||||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G))));
|
||||
|
||||
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
|
||||
vec2 direction = vec2(1.0, 1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I);
|
||||
origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
|
||||
direction.y += haveShallowLine? 1.0: 0.0;
|
||||
direction.x += haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
origin = origin;
|
||||
direction = direction;
|
||||
|
||||
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|-|x|x|-
|
||||
// -|A|B|C|x
|
||||
// -|D|E|F|x
|
||||
// -|-|H|I|-
|
||||
// -|-|-|-|-
|
||||
if(blendResult.y != BLEND_NONE)
|
||||
{
|
||||
float dist_B_I = DistYCbCr(B, I);
|
||||
float dist_F_A = DistYCbCr(F, A);
|
||||
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
|
||||
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
|
||||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C))));
|
||||
|
||||
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
|
||||
vec2 direction = vec2(-1.0, -1.0);
|
||||
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A);
|
||||
origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0);
|
||||
direction.y -= haveShallowLine? 1.0: 0.0;
|
||||
direction.x -= haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
// Pixel Tap Mapping: -|x|x|-|-
|
||||
// x|A|B|C|-
|
||||
// x|D|E|F|-
|
||||
// -|G|H|-|-
|
||||
// -|-|-|-|-
|
||||
if(blendResult.x != BLEND_NONE)
|
||||
{
|
||||
float dist_D_C = DistYCbCr(D, C);
|
||||
float dist_B_G = DistYCbCr(B, G);
|
||||
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
|
||||
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
|
||||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A))));
|
||||
|
||||
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
|
||||
vec2 direction = vec2(-1.0, 1.0);
|
||||
if(doLineBlend)
|
||||
{
|
||||
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C);
|
||||
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G);
|
||||
origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5);
|
||||
direction.x -= haveShallowLine? 1.0: 0.0;
|
||||
direction.y += haveSteepLine? 1.0: 0.0;
|
||||
}
|
||||
|
||||
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
|
||||
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
|
||||
}
|
||||
|
||||
FragColor = vec4(res, 1.0);
|
||||
}
|
||||
#endif
|
||||
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@ -0,0 +1,139 @@
|
||||
;
|
||||
; Default list of maps that the Random Map Selector (tm) will chose from, with weightings.
|
||||
; Thanks to Xeno for making the list of mapnames!
|
||||
;
|
||||
; Structure of this file (quite simple)
|
||||
;
|
||||
; +Group_name
|
||||
; <weight> <mapname>
|
||||
; <weight> <mapname>
|
||||
; ...
|
||||
; +Group_name
|
||||
; ...
|
||||
;
|
||||
; NOTE: If you want to disable a group, just remove the + since all lines that doesn't start with either an
|
||||
; integer or a + will be considered as groups to ignore. (and no +10 won't count as an integer). If you want
|
||||
; to disable a specific map, just delete the line or perhaps set the weight to 0.
|
||||
;
|
||||
; About the weightings: They are an INTEGER, and the chance for getting a certain map is proportional to
|
||||
; <map_weighting> / <sum_of_all>.
|
||||
|
||||
+ORIGINAL TA MAPS
|
||||
|
||||
100 Anteer Strait
|
||||
100 Ashap Plateau
|
||||
100 Caldera's Rim
|
||||
100 Coast to Coast
|
||||
100 Dark Side
|
||||
100 Etorrep Glacier
|
||||
100 Evad River Confluence
|
||||
100 Fox Holes
|
||||
100 Full Moon
|
||||
100 Gods of War
|
||||
100 Great Divide
|
||||
100 Greenhaven
|
||||
100 Hundred Isles
|
||||
100 Kill the Middle
|
||||
100 King of the Hill
|
||||
100 Lava & Two Hills
|
||||
100 Lava Alley
|
||||
100 Lava Highground
|
||||
100 Lava Mania
|
||||
100 Lava Run
|
||||
100 Metal Heck
|
||||
100 Over Crude Water
|
||||
100 Painted Desert
|
||||
100 Pincushion
|
||||
100 Red Hot Lava
|
||||
100 Red Planet
|
||||
100 Red Triangle
|
||||
100 Ring Atoll
|
||||
100 Rock Alley
|
||||
100 Seven Islands
|
||||
100 Sherwood
|
||||
100 Shore to Shore
|
||||
100 The Cold Place
|
||||
100 The Desert Triad
|
||||
100 The Pass
|
||||
100 Two Continents
|
||||
100 Yerrot Mountains
|
||||
|
||||
|
||||
+CORE CONTINGENCY MAPS
|
||||
|
||||
100 Acid Foursome
|
||||
100 Acid Pools
|
||||
100 Acid Trip
|
||||
100 Assault on Suburbia
|
||||
100 Biggie Biggs
|
||||
100 Block Wars
|
||||
100 Brain Coral
|
||||
100 Cavedog Links CC
|
||||
100 Checker Ponds
|
||||
100 Cluster Freak
|
||||
100 Comet Catcher
|
||||
100 Core Prime Industrial Area
|
||||
100 Crater Islands
|
||||
100 Crystal Cracked
|
||||
100 Crystal Isles
|
||||
100 Crystal Maze
|
||||
100 Crystal Treasure Island
|
||||
100 Dire Straits
|
||||
100 East Indeez
|
||||
100 Eastside Westside
|
||||
100 Expanded Confluence
|
||||
100 Flooded Glaciers
|
||||
100 Gasbag Forests
|
||||
100 Gasplant Plain
|
||||
100 Higher Ground
|
||||
100 Ice Scream
|
||||
100 Icy Bergs
|
||||
100 John's Pass
|
||||
100 Lake Shore
|
||||
100 Lusch Puppy
|
||||
100 Luschaven
|
||||
100 Metal Isles
|
||||
100 Moon Quartet
|
||||
100 Ooooweeee
|
||||
100 Pillopeens
|
||||
100 Plains and Passes
|
||||
100 Polar Range
|
||||
100 Polyp Fields
|
||||
100 Red River North
|
||||
100 Red River
|
||||
100 Ror Shock
|
||||
100 Sail Away
|
||||
100 Sector 410b
|
||||
100 Show Down
|
||||
100 Slate Gordon
|
||||
100 Slated Fate
|
||||
100 Steel Jungle
|
||||
100 Surface Meltdown
|
||||
100 Temblorian Mist
|
||||
100 The Barrier Reef
|
||||
100 The Bayou
|
||||
100 Town & Country
|
||||
100 Trout Farm
|
||||
|
||||
|
||||
+BATTLE TACTICS MAPS
|
||||
|
||||
100 Aqua Verdigris
|
||||
100 Brilliant Cut Lake
|
||||
100 Canal Crossing
|
||||
100 Coremageddon
|
||||
100 Metal Gridlock
|
||||
100 Wretched Ridges
|
||||
|
||||
|
||||
+ONLINE CAVEDOG MAPS
|
||||
|
||||
100 Ancient Issaquah
|
||||
100 Evad River Delta
|
||||
100 Luschie
|
||||
100 Luschinfloggen
|
||||
100 Mounds of Mars
|
||||
100 ThundurLok Rok
|
||||
100 Tropical Paradise
|
||||
|
||||
|
||||
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@ -0,0 +1,24 @@
|
||||
bind 'p' Pause
|
||||
bind pause Pause
|
||||
bind 't' Chat
|
||||
bind enter Chat
|
||||
bind 'b' Debug
|
||||
bind up moveforward
|
||||
bind down moveback
|
||||
bind right moveright
|
||||
bind left moveleft
|
||||
bind ctrl movefast
|
||||
bind shift moveslow
|
||||
bind esc quit
|
||||
bind pageup increaseViewRadius
|
||||
bind pagedown decreaseViewRadius
|
||||
bind f6 DrawTrees
|
||||
bind f7 dynamicSky
|
||||
bind f11 screenshot
|
||||
bind numpad+ speedup
|
||||
bind numpad- speeddown
|
||||
bind 'k' drawkills
|
||||
bind 'n' drawnames
|
||||
bind 'h' drawhealth
|
||||
bind 'r' DrawResources
|
||||
bind 'm' DrawMap
|
||||
@ -0,0 +1,99 @@
|
||||
;
|
||||
; TA Demo Recoder 0.90ß.
|
||||
;
|
||||
; This file describes different groups of units.
|
||||
; You can therefore add 3rd party units etc to this list if you feel like.
|
||||
;
|
||||
; The hex-number <unitid> is the same number that is saved in a unit restrictions file. Don't know
|
||||
; how that is related to the unit, or if it can be found in the unit's file somewhere. So if
|
||||
; you know, feel free to enlighten me.
|
||||
;
|
||||
; If you add stuff to the file, you could always send it to me so that future releases of TA Demo can
|
||||
; recognize what 3rd-party units was used. (If there should happen to be a nice easy way to get the unit
|
||||
; names from those id numbers, this file might become obsolete)
|
||||
;
|
||||
; Edited by Fnordia 990220
|
||||
; 991027
|
||||
; 000219
|
||||
; 010318
|
||||
;
|
||||
;
|
||||
; Syntax: (very simple)
|
||||
;
|
||||
; = <group name / unit name>
|
||||
; <unitid>
|
||||
; <unitid>
|
||||
; <...>
|
||||
;
|
||||
; = <group name>
|
||||
;
|
||||
; etc..
|
||||
;
|
||||
; update: only units in one of the +-groups will show. with the group furthest down takes presedence.
|
||||
; however, the units before the first +-group will be tested for all groups
|
||||
|
||||
; I just added one unit to CC cuz I'm lazy. Btw, it's inclusive, so if any unit in the groups list were
|
||||
; enabled in the game, this group's name will be listed under used units.
|
||||
|
||||
=BAI
|
||||
6da73737
|
||||
|
||||
=Queller
|
||||
; albatross
|
||||
62cc5579
|
||||
|
||||
=Counterstrike
|
||||
; fluxor
|
||||
9a34465c
|
||||
|
||||
+regular ta
|
||||
=Core Contingency
|
||||
|
||||
; it's the nixter btw. :)
|
||||
848ebee6
|
||||
|
||||
=ARM Flea
|
||||
371d264a
|
||||
|
||||
=ARM Scarab
|
||||
6b81b8be
|
||||
|
||||
=CORE Hedgehog
|
||||
763476f4
|
||||
|
||||
=CORE Immolator
|
||||
3fcf5935
|
||||
|
||||
=ARM Fast Attack-Repair Kbot
|
||||
d6d867f3
|
||||
|
||||
=CORE Necro
|
||||
f4c81832
|
||||
|
||||
+uberhack 1.0
|
||||
=UberHack 1.0 TAEC
|
||||
; The anemone
|
||||
b9f36d39
|
||||
|
||||
+uberhack 1.1
|
||||
=Uberhack 1.1
|
||||
; the gimp
|
||||
16b40f07
|
||||
|
||||
=TAEC units
|
||||
; the thumper hehe
|
||||
a89cec32
|
||||
|
||||
+uberhack 3.0
|
||||
=Uberhack 3.0
|
||||
;centurion
|
||||
3b978743
|
||||
|
||||
+xta 0.8
|
||||
=XTA 0.8
|
||||
f804eafe
|
||||
|
||||
+xta betas
|
||||
=XTA pre1.0
|
||||
; fortwall
|
||||
6d197dcf
|
||||
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@ -0,0 +1,906 @@
|
||||
; cnc-ddraw - https://github.com/FunkyFr3sh/cnc-ddraw
|
||||
|
||||
[ddraw]
|
||||
; ### Optional settings ###
|
||||
; Use the following settings to adjust the look and feel to your liking
|
||||
|
||||
|
||||
; Stretch to custom resolution, 0 = defaults to the size game requests
|
||||
width=0
|
||||
height=0
|
||||
|
||||
; Override the width/height settings shown above and always stretch to fullscreen
|
||||
; Note: Can be combined with 'windowed=true' to get windowed-fullscreen aka borderless mode
|
||||
fullscreen=true
|
||||
|
||||
; Run in windowed mode rather than going fullscreen
|
||||
windowed=true
|
||||
|
||||
; Maintain aspect ratio
|
||||
maintas=false
|
||||
|
||||
; Windowboxing / Integer Scaling
|
||||
boxing=false
|
||||
|
||||
; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap
|
||||
; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks='
|
||||
maxfps=-1
|
||||
|
||||
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl*/direct3d9*')
|
||||
; Note: vsync=true can fix tearing but it will cause input lag
|
||||
vsync=false
|
||||
|
||||
; Automatic mouse sensitivity scaling
|
||||
; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window
|
||||
adjmouse=false
|
||||
|
||||
; Preliminary libretro shader support - (Requires 'renderer=opengl*') https://github.com/libretro/glsl-shaders
|
||||
; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV
|
||||
; You can specify a full path to a .glsl shader file here or use one of the values listed below
|
||||
; Possible values: Nearest neighbor, Bilinear, Bicubic, Lanczos, xBR-lv2
|
||||
shader=Shaders\interpolation\catmull-rom-bilinear.glsl
|
||||
|
||||
; Window position, -32000 = center to screen
|
||||
posX=-32000
|
||||
posY=-32000
|
||||
|
||||
; Renderer, possible values: auto, opengl, openglcore, gdi, direct3d9, direct3d9on12 (auto = try direct3d9/opengl, fallback = gdi)
|
||||
renderer=opengl
|
||||
|
||||
; Developer mode (don't lock the cursor)
|
||||
devmode=false
|
||||
|
||||
; Show window borders in windowed mode
|
||||
border=true
|
||||
|
||||
; Save window position/size/state on game exit and restore it automatically on next game start
|
||||
; Possible values: 0 = disabled, 1 = save to global 'ddraw' section, 2 = save to game specific section
|
||||
savesettings=1
|
||||
|
||||
; Should the window be resizable by the user in windowed mode?
|
||||
resizable=true
|
||||
|
||||
; Upscaling filter for the direct3d9* renderers
|
||||
; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic, 3 = lanczos (bicubic/lanczos only support 16/32bit color depth games)
|
||||
d3d9_filter=2
|
||||
|
||||
; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme)
|
||||
vhack=false
|
||||
|
||||
; Where should screenshots be saved
|
||||
screenshotdir=.\Screenshots\
|
||||
|
||||
; Switch between windowed/borderless modes with alt+enter rather than windowed/fullscreen modes
|
||||
toggle_borderless=true
|
||||
|
||||
; Switch between windowed/fullscreen upscaled modes with alt+enter rather than windowed/fullscreen modes
|
||||
toggle_upscaled=false
|
||||
|
||||
|
||||
|
||||
; ### Compatibility settings ###
|
||||
; Use the following settings in case there are any issues with the game
|
||||
|
||||
|
||||
; Hide WM_ACTIVATEAPP and WM_NCACTIVATE messages to prevent problems on alt+tab
|
||||
noactivateapp=false
|
||||
|
||||
; Max game ticks per second, possible values: -1 = disabled, -2 = refresh rate, 0 = emulate 60hz vblank, 1-1000 = custom game speed
|
||||
; Note: Can be used to slow down a too fast running game, fix flickering or too fast animations
|
||||
; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed)
|
||||
maxgameticks=-1
|
||||
|
||||
; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS
|
||||
; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens)
|
||||
minfps=0
|
||||
|
||||
; Disable fullscreen-exclusive mode for the direct3d9*/opengl* renderers
|
||||
; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible
|
||||
nonexclusive=false
|
||||
|
||||
; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact
|
||||
; Note: Disable this if the game is not running smooth or there are sound issues
|
||||
singlecpu=false
|
||||
|
||||
; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list
|
||||
; Note: Set this to 2 if your chosen resolution is not working or does not show up in the list
|
||||
; Note: Set this to 1 if the game is crashing on startup
|
||||
resolutions=0
|
||||
|
||||
; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide
|
||||
; Note: Disables upscaling if a child window was detected (to ensure the game is fully playable, may look weird though)
|
||||
fixchilds=2
|
||||
|
||||
; Enable one of the following settings if your cursor doesn't work properly when upscaling is enabled
|
||||
hook_peekmessage=false
|
||||
hook_getmessage=false
|
||||
|
||||
|
||||
; Undocumented settings - You may or may not change these (You should rather focus on the settings above)
|
||||
releasealt=false
|
||||
game_handles_close=true
|
||||
fixnotresponding=false
|
||||
hook=4
|
||||
guard_lines=200
|
||||
max_resolutions=32
|
||||
limit_bltfast=false
|
||||
lock_surfaces=false
|
||||
allow_wmactivate=false
|
||||
flipclear=false
|
||||
fixmousehook=false
|
||||
rgb555=false
|
||||
no_dinput_hook=false
|
||||
refresh_rate=0
|
||||
anti_aliased_fonts_min_size=13
|
||||
custom_width=0
|
||||
custom_height=0
|
||||
min_font_size=0
|
||||
direct3d_passthrough=false
|
||||
|
||||
|
||||
|
||||
; ### Hotkeys ###
|
||||
; Use the following settings to configure your hotkeys, 0x00 = disabled
|
||||
; Virtual-Key Codes: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
|
||||
|
||||
|
||||
; Switch between windowed and fullscreen mode = [Alt] + ???
|
||||
keytogglefullscreen=0x0D
|
||||
|
||||
; Maximize window = [Alt] + ???
|
||||
keytogglemaximize=0x22
|
||||
|
||||
; Unlock cursor 1 = [Ctrl] + ???
|
||||
keyunlockcursor1=0x09
|
||||
|
||||
; Unlock cursor 2 = [Right Alt] + ???
|
||||
keyunlockcursor2=0xA3
|
||||
|
||||
; Screenshot
|
||||
keyscreenshot=0x2C
|
||||
|
||||
|
||||
|
||||
; ### Config program settings ###
|
||||
; The following settings are for cnc-ddraw config.exe
|
||||
|
||||
|
||||
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french, italian
|
||||
configlang=auto
|
||||
|
||||
; cnc-ddraw config program theme, possible values: Windows10, Cobalt XEMedia
|
||||
configtheme=Cobalt XEMedia
|
||||
|
||||
; Hide the 'Compatibility Settings' tab in cnc-ddraw config
|
||||
hide_compat_tab=false
|
||||
|
||||
; Allow the users to 'Restore default settings' via cnc-ddraw config
|
||||
allow_reset=false
|
||||
|
||||
|
||||
|
||||
; ### Game specific settings ###
|
||||
; The following settings override all settings shown above, section name = executable name
|
||||
|
||||
|
||||
; Atrox
|
||||
[Atrox]
|
||||
fixchilds=0
|
||||
allow_wmactivate=true
|
||||
|
||||
; Atomic Bomberman
|
||||
[BM]
|
||||
maxgameticks=60
|
||||
|
||||
; Age of Empires
|
||||
[empires]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
resolutions=2
|
||||
|
||||
; Age of Empires: The Rise of Rome
|
||||
[empiresx]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
resolutions=2
|
||||
|
||||
; Age of Empires II
|
||||
[EMPIRES2]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Age of Empires II: The Conquerors
|
||||
[age2_x1]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; American Conquest / Cossacks
|
||||
[DMCR]
|
||||
resolutions=2
|
||||
guard_lines=300
|
||||
minfps=-2
|
||||
|
||||
; Age of Wonders 2
|
||||
[AoW2]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders 2
|
||||
[AoW2Compat]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders 2 Config Tool
|
||||
[aow2Setup]
|
||||
resolutions=2
|
||||
|
||||
; Age of Wonders: Shadow Magic
|
||||
[AoWSM]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders: Shadow Magic
|
||||
[AoWSMCompat]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders: Shadow Magic Config Tool
|
||||
[AoWSMSetup]
|
||||
resolutions=2
|
||||
|
||||
; Anstoss 3
|
||||
[anstoss3]
|
||||
renderer=gdi
|
||||
adjmouse=true
|
||||
|
||||
; Anno 1602
|
||||
[1602]
|
||||
adjmouse=true
|
||||
|
||||
; Alien Nations
|
||||
[AN]
|
||||
adjmouse=true
|
||||
|
||||
; Atlantis
|
||||
[ATLANTIS]
|
||||
renderer=opengl
|
||||
maxgameticks=60
|
||||
|
||||
; Airline Tycoon Deluxe
|
||||
[AT]
|
||||
fixchilds=0
|
||||
|
||||
; Baldur's Gate II
|
||||
; Note: 'Use 3D Acceleration' must be disabled and 'Full Screen' must be enabled in BGConfig.exe
|
||||
[BGMain]
|
||||
resolutions=2
|
||||
|
||||
; BALDR FORCE EXE
|
||||
[BaldrForce]
|
||||
noactivateapp=true
|
||||
|
||||
; Blade & Sword
|
||||
[comeon]
|
||||
maxgameticks=60
|
||||
fixchilds=3
|
||||
|
||||
; Blood II - The Chosen / Shogo - Mobile Armor Division
|
||||
[Client]
|
||||
checkfile=.\SOUND.REZ
|
||||
noactivateapp=true
|
||||
|
||||
; Carmageddon
|
||||
[CARMA95]
|
||||
noactivateapp=true
|
||||
flipclear=true
|
||||
|
||||
; Carmageddon
|
||||
[CARM95]
|
||||
noactivateapp=true
|
||||
flipclear=true
|
||||
|
||||
; Carmageddon 2
|
||||
[Carma2_SW]
|
||||
noactivateapp=true
|
||||
|
||||
; Captain Claw
|
||||
[claw]
|
||||
adjmouse=true
|
||||
noactivateapp=true
|
||||
nonexclusive=true
|
||||
|
||||
; Command & Conquer: Sole Survivor
|
||||
[SOLE]
|
||||
maxgameticks=120
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
|
||||
; Command & Conquer Gold - CnCNet
|
||||
[cnc95]
|
||||
maxfps=125
|
||||
|
||||
; Command & Conquer Gold
|
||||
[C&C95]
|
||||
maxgameticks=120
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
|
||||
; Command & Conquer: Red Alert - CnCNet
|
||||
[ra95-spawn]
|
||||
maxfps=125
|
||||
|
||||
; Command & Conquer: Red Alert
|
||||
[ra95]
|
||||
maxgameticks=120
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
|
||||
; Command & Conquer: Red Alert
|
||||
[ra95_Mod-Launcher]
|
||||
maxgameticks=120
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
|
||||
; Command & Conquer: Red Alert
|
||||
[ra95p]
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
|
||||
; Command & Conquer: Tiberian Sun / Command & Conquer: Red Alert 2
|
||||
[game]
|
||||
checkfile=.\blowfish.dll
|
||||
tshack=true
|
||||
noactivateapp=true
|
||||
adjmouse=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Tiberian Sun Demo
|
||||
[SUN]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
adjmouse=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Tiberian Sun - CnCNet
|
||||
[ts-spawn]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
adjmouse=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2 - XWIS
|
||||
[ra2]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2 - XWIS
|
||||
[Red Alert 2]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2: Yuri's Revenge
|
||||
[gamemd]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2: Yuri's Revenge - ?ModExe?
|
||||
[ra2md]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2: Yuri's Revenge - CnCNet
|
||||
[gamemd-spawn]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Command & Conquer: Red Alert 2: Yuri's Revenge - XWIS
|
||||
[Yuri's Revenge]
|
||||
noactivateapp=true
|
||||
tshack=true
|
||||
maxfps=60
|
||||
minfps=-1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Commandos
|
||||
[comandos]
|
||||
maxgameticks=-1
|
||||
|
||||
; Commandos
|
||||
[comandos_w10]
|
||||
maxgameticks=-1
|
||||
|
||||
; Caesar III
|
||||
[c3]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Chris Sawyer's Locomotion
|
||||
[LOCO]
|
||||
adjmouse=true
|
||||
|
||||
; Cultures 2
|
||||
[Cultures2]
|
||||
adjmouse=true
|
||||
|
||||
; Cultures 2 MP
|
||||
[Cultures2MP]
|
||||
adjmouse=true
|
||||
|
||||
; Close Combat 2: A Bridge Too Far
|
||||
[cc2]
|
||||
adjmouse=true
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 3: The Russian Front
|
||||
[cc3]
|
||||
adjmouse=true
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 4: The Battle of the Bulge
|
||||
[cc4]
|
||||
adjmouse=true
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 5: Invasion: Normandy
|
||||
[cc5]
|
||||
adjmouse=true
|
||||
nonexclusive=true
|
||||
|
||||
; Call To Power 2
|
||||
[ctp2]
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Corsairs Gold
|
||||
[corsairs]
|
||||
adjmouse=true
|
||||
|
||||
; Divine Divinity
|
||||
[div]
|
||||
resolutions=2
|
||||
singlecpu=false
|
||||
|
||||
; Dragon Throne: Battle of Red Cliffs
|
||||
[AdSanguo]
|
||||
maxgameticks=60
|
||||
noactivateapp=true
|
||||
limit_bltfast=true
|
||||
|
||||
; Dark Reign: The Future of War
|
||||
[DKReign]
|
||||
maxgameticks=60
|
||||
|
||||
; Dungeon Keeper 2
|
||||
[DKII]
|
||||
maxgameticks=60
|
||||
noactivateapp=true
|
||||
|
||||
; Deadlock 2
|
||||
[DEADLOCK]
|
||||
fixchilds=0
|
||||
adjmouse=false
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Diablo
|
||||
[Diablo]
|
||||
devmode=true
|
||||
|
||||
; Diablo: Hellfire
|
||||
[hellfire]
|
||||
devmode=true
|
||||
|
||||
; Escape Velocity Nova
|
||||
[EV Nova]
|
||||
nonexclusive=true
|
||||
hook_peekmessage=true
|
||||
rgb555=true
|
||||
keytogglefullscreen=0x46
|
||||
adjmouse=true
|
||||
|
||||
; Economic War
|
||||
[EcoW]
|
||||
maxgameticks=60
|
||||
fixnotresponding=true
|
||||
|
||||
; Enemy Infestation
|
||||
[EI]
|
||||
hook_getmessage=true
|
||||
|
||||
; Fairy Tale About Father Frost, Ivan and Nastya
|
||||
[mrazik]
|
||||
guard_lines=0
|
||||
|
||||
; Future Cop - L.A.P.D.
|
||||
[FCopLAPD]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; G-Police
|
||||
[GPOLICE]
|
||||
maxgameticks=60
|
||||
|
||||
; Gangsters: Organized Crime
|
||||
[gangsters]
|
||||
adjmouse=true
|
||||
nonexclusive=true
|
||||
|
||||
; Grand Theft Auto
|
||||
[Grand Theft Auto]
|
||||
singlecpu=false
|
||||
|
||||
; Grand Theft Auto: London 1969
|
||||
[gta_uk]
|
||||
singlecpu=false
|
||||
|
||||
; Grand Theft Auto: London 1961
|
||||
[Gta_61]
|
||||
singlecpu=false
|
||||
|
||||
; Gruntz
|
||||
[GRUNTZ]
|
||||
adjmouse=true
|
||||
noactivateapp=true
|
||||
nonexclusive=true
|
||||
|
||||
; Heroes of Might and Magic II: The Succession Wars
|
||||
[HEROES2W]
|
||||
adjmouse=true
|
||||
|
||||
; Heroes of Might and Magic III
|
||||
[Heroes3]
|
||||
game_handles_close=true
|
||||
|
||||
; Heroes of Might and Magic III HD Mod
|
||||
[Heroes3 HD]
|
||||
game_handles_close=true
|
||||
|
||||
; Hard Truck: Road to Victory
|
||||
[htruck]
|
||||
maxgameticks=25
|
||||
renderer=opengl
|
||||
noactivateapp=true
|
||||
|
||||
; Icewind Dale 2
|
||||
; Note: 'Full Screen' must be enabled in Config.exe
|
||||
; Note: 1070x602 is the lowest possible 16:9 resolution for the Widescreen patch (600/601 height will crash)
|
||||
[iwd2]
|
||||
resolutions=2
|
||||
custom_width=1070
|
||||
custom_height=602
|
||||
|
||||
; Invictus
|
||||
[Invictus]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
|
||||
; Interstate 76
|
||||
[i76]
|
||||
adjmouse=true
|
||||
|
||||
; Infantry Online
|
||||
[infantry]
|
||||
devmode=true
|
||||
resolutions=2
|
||||
infantryhack=true
|
||||
max_resolutions=90
|
||||
|
||||
; Jagged Alliance 2
|
||||
[ja2]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jagged Alliance 2: Unfinished Business
|
||||
[JA2UB]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jagged Alliance 2: Wildfire
|
||||
[WF6]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jagged Alliance 2 - UC mod
|
||||
[JA2_UC]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jagged Alliance 2 - Vengeance Reloaded mod
|
||||
[JA2_Vengeance]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jedi Knight Dark Forces 2
|
||||
[JK]
|
||||
direct3d_passthrough=true
|
||||
|
||||
; Kings Quest 8
|
||||
[Mask]
|
||||
renderer=opengl
|
||||
|
||||
; Konung
|
||||
[konung]
|
||||
fixchilds=0
|
||||
|
||||
; Konung 2
|
||||
[Konung2]
|
||||
fixchilds=0
|
||||
|
||||
; KKND Xtreme (With high resolution patch)
|
||||
[KKNDgame]
|
||||
vhack=true
|
||||
|
||||
; KKND2: Krossfire
|
||||
[KKND2]
|
||||
noactivateapp=true
|
||||
|
||||
; Lionheart
|
||||
[Lionheart]
|
||||
hook_peekmessage=true
|
||||
|
||||
; Majesty Gold
|
||||
[Majesty]
|
||||
minfps=-2
|
||||
|
||||
; Majesty Gold HD
|
||||
[MajestyHD]
|
||||
adjmouse=true
|
||||
|
||||
; Majesty Gold HD
|
||||
[MajestyHD - Old]
|
||||
adjmouse=true
|
||||
|
||||
; Mech Warrior 3
|
||||
[Mech3]
|
||||
nonexclusive=true
|
||||
|
||||
; Moorhuhn 2
|
||||
[Moorhuhn2]
|
||||
releasealt=true
|
||||
|
||||
; New Robinson
|
||||
[ROBY]
|
||||
adjmouse=true
|
||||
hook_peekmessage=true
|
||||
|
||||
; Nox
|
||||
[NOX]
|
||||
checkfile=.\NOX.ICD
|
||||
renderer=direct3d9
|
||||
nonexclusive=false
|
||||
windowed=false
|
||||
maxgameticks=125
|
||||
|
||||
; Nox Reloaded
|
||||
[NoxReloaded]
|
||||
maxgameticks=125
|
||||
|
||||
; Nox GOG
|
||||
[Game/2]
|
||||
checkfile=.\nox.cfg
|
||||
maxgameticks=125
|
||||
|
||||
; Outlaws
|
||||
[olwin]
|
||||
noactivateapp=true
|
||||
maxgameticks=60
|
||||
adjmouse=true
|
||||
renderer=gdi
|
||||
|
||||
; Pharaoh
|
||||
[Pharaoh]
|
||||
adjmouse=true
|
||||
|
||||
; Pax Imperia
|
||||
[Pax Imperia]
|
||||
nonexclusive=true
|
||||
|
||||
; Railroad Tycoon II
|
||||
[RT2]
|
||||
adjmouse=true
|
||||
|
||||
; ROAD RASH
|
||||
[RoadRash]
|
||||
adjmouse=true
|
||||
fixchilds=1
|
||||
|
||||
; Sim Copter
|
||||
[SimCopter]
|
||||
nonexclusive=true
|
||||
|
||||
; Settlers 3
|
||||
[s3]
|
||||
nonexclusive=true
|
||||
|
||||
; Star Trek - Armada
|
||||
[Armada]
|
||||
armadahack=true
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Star Wars: Galactic Battlegrounds
|
||||
[battlegrounds]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Star Wars: Galactic Battlegrounds: Clone Campaigns
|
||||
[battlegrounds_x1]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Starcraft
|
||||
[StarCraft]
|
||||
game_handles_close=true
|
||||
|
||||
; Space Rangers
|
||||
[Rangers]
|
||||
hook_peekmessage=true
|
||||
|
||||
; Stronghold Crusader HD
|
||||
[Stronghold Crusader]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Stronghold Crusader Extreme HD
|
||||
[Stronghold_Crusader_Extreme]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Stronghold HD
|
||||
[Stronghold]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Sim City 3000
|
||||
[SC3]
|
||||
minfps=-2
|
||||
|
||||
; Shadow Watch
|
||||
[sw]
|
||||
adjmouse=true
|
||||
|
||||
; Shadow Flare
|
||||
[ShadowFlare]
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Total Annihilation (Unofficial Beta Patch v3.9.02)
|
||||
[TotalA]
|
||||
max_resolutions=32
|
||||
lock_surfaces=true
|
||||
singlecpu=false
|
||||
|
||||
; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02)
|
||||
[Viewer]
|
||||
max_resolutions=32
|
||||
lock_surfaces=true
|
||||
singlecpu=false
|
||||
|
||||
; Total Annihilation: Kingdoms
|
||||
[Kingdoms]
|
||||
game_handles_close=true
|
||||
max_resolutions=32
|
||||
|
||||
; Three Kingdoms: Fate of the Dragon
|
||||
[sanguo]
|
||||
maxgameticks=60
|
||||
noactivateapp=true
|
||||
limit_bltfast=true
|
||||
|
||||
; RollerCoaster Tycoon
|
||||
[rct]
|
||||
no_dinput_hook=true
|
||||
singlecpu=false
|
||||
maxfps=0
|
||||
adjmouse=true
|
||||
|
||||
; Twisted Metal
|
||||
[TWISTED]
|
||||
nonexclusive=true
|
||||
maxgameticks=25
|
||||
minfps=5
|
||||
|
||||
; Twisted Metal 2
|
||||
[Tm2]
|
||||
nonexclusive=true
|
||||
maxgameticks=60
|
||||
adjmouse=true
|
||||
fixchilds=1
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Tzar: The Burden of the Crown
|
||||
; Note: Must set 'DIRECTXDEVICE=0' in 'Tzar.ini'
|
||||
[Tzar]
|
||||
adjmouse=true
|
||||
|
||||
; Uprising
|
||||
[uprising]
|
||||
adjmouse=true
|
||||
|
||||
; Uprising 2
|
||||
[Uprising 2]
|
||||
renderer=opengl
|
||||
adjmouse=true
|
||||
|
||||
; Vermeer
|
||||
[vermeer]
|
||||
adjmouse=true
|
||||
vermeer_hack=true
|
||||
|
||||
; Wizardry 8
|
||||
[Wiz8]
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Worms 2
|
||||
[worms2]
|
||||
game_handles_close=true
|
||||
|
||||
; Worms Armageddon
|
||||
[WA]
|
||||
adjmouse=true
|
||||
width=0
|
||||
height=0
|
||||
resizable=false
|
||||
|
||||
; War Wind
|
||||
[WW]
|
||||
minfps=-1
|
||||
|
||||
; Zeus and Poseidon
|
||||
[Zeus]
|
||||
adjmouse=true
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@ -0,0 +1,30 @@
|
||||
/***************************************************************************/
|
||||
|
||||
WGMUS.DLL (WARGAME MUSIC DLL) IS DESIGNED FOR USE WITH TOTAL ANNIHILATION TO ENABLE MUSIC PLAYBACK FROM FILES ON HARD DRIVE, OR FROM CD AS OF NOW, PLAYBACK IS SUPPORTED VIA BASS ( https://www.un4seen.com/ ) AND ADDON BASS CD PLANS FOR SUPPORTING AUDIERE, OPENAL, WINMM, AND DIRECTSHOW. PARTIALLY BASED ON OGG-WINMM https://github.com/hifi-unmaintained/ogg-winmm
|
||||
|
||||
PLACE INTO TOTAL ANNIHILATION DIRECTORY, AND REGEDIT TOTALA.EXE REPLACE MENTION OF WINMM.DLL, or WIN32.DLL DEPENDING ON RELEASE WITH WGMUS.DLL
|
||||
|
||||
DEFAULT MUSIC FOLDER NAME IS tamus IT IS ADVISED TO NAME TRACKS IN A MANNER THAT IS CONSISTENT FOR EXAMPLE, 00.mp3, 01.mp3, AND SO FORTH NOT 1.mp3 to 9.mp3, THEN 10 to 16 MP3 AS THEY WILL BE LOADED IN THE "WRONG" ORDER.
|
||||
|
||||
SETTINGS ARE CONTROLLED VIA wgmus.ini
|
||||
|
||||
SPECIAL THANKS:
|
||||
FunkyFr3sh,
|
||||
Kevin Hake,
|
||||
Armoured Fish.
|
||||
|
||||
COPYRIGHT MENTIONS:
|
||||
ogg-winmm
|
||||
Copyright (c) 2012 Toni Spets <toni.spets@iki.fi>
|
||||
BASS 2.4
|
||||
Copyright (c) 1999-2022 Un4seen Developments Ltd. All rights reserved.
|
||||
BASSCD 2.4
|
||||
Copyright (c) 2003-2022 Un4seen Developments Ltd. All rights reserved.
|
||||
BASSFLAC 2.4
|
||||
Copyright (c) 2004-2023 Un4seen Developments Ltd. All rights reserved.
|
||||
BASSmix 2.4
|
||||
Copyright (c) 2005-2022 Un4seen Developments Ltd. All rights reserved.
|
||||
BASSWASAPI 2.4
|
||||
Copyright (c) 2009-2020 Un4seen Developments Ltd. All rights reserved.
|
||||
|
||||
/***************************************************************************/
|
||||
@ -0,0 +1,13 @@
|
||||
[Settings]
|
||||
;Accepted file formats
|
||||
;0 wav
|
||||
;1 mp3
|
||||
;2 ogg
|
||||
;3 flac
|
||||
;4 aiff
|
||||
FileFormat=1
|
||||
;Accepted music playback modes
|
||||
;0 CD
|
||||
;1 Folder
|
||||
PlaybackMode=1
|
||||
MusicFolder=music
|
||||
Loading…
Reference in new issue