Added New Mods
Added - MRAA + Blindside Military Animation Pack - Dynamic Zone Transitions - Corpse Twitching - Artifact Inspection - Animated Lead Box
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@@ -184,18 +184,20 @@ float fade( float t )
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}
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float pnoise3D( float3 p, float t, float grainSize )
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{
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{
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float3 pi = permONE * floor( p ) + permHALF;
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pi.xy *= permTexSize;
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pi.xy = round(( pi.xy - permHALF ) / grainSize ) * grainSize;
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pi.xy /= permTexSize;
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float3 pf = frac( p );
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// Magic constatns
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float3 pf = float3(-0.1, 0.1, 0); // = frac( p );
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// Noise contributions from (x=0, y=0), z=0 and z=1
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float perm00 = rnm( pi.xy, t ).x;
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float3 grad000 = samplerPermTex(float2( perm00, pi.z )).xyz * 4.0 - 1.0;
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float n000 = dot( grad000, pf );
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float3 grad001 = samplerPermTex(float2( perm00, pi.z + permONE )).xyz * 4.0 - 1.0;
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float n001 = dot( grad001, pf - float3( 0.0, 0.0, 1.0 ));
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//return n001;
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// Noise contributions from (x=0, y=1), z=0 and z=1
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float perm01 = rnm( pi.xy + float2( 0.0, permONE ), t ).y ;
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float3 grad010 = samplerPermTex(float2( perm01, pi.z )).xyz * 4.0 - 1.0;
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@@ -203,13 +205,13 @@ float pnoise3D( float3 p, float t, float grainSize )
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float3 grad011 = samplerPermTex(float2( perm01, pi.z + permONE )).xyz * 4.0 - 1.0;
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float n011 = dot( grad011, pf - float3( 0.0, 1.0, 1.0 ));
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// Noise contributions from (x=1, y=0), z=0 and z=1
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float perm10 = rnm( pi.xy + float2( permONE, 0.0 ), t ).z ;
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float perm10 = rnm( pi.xy + float2( permONE, 0.0 ), t ).z;
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float3 grad100 = samplerPermTex(float2( perm10, pi.z )).xyz * 4.0 - 1.0;
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float n100 = dot( grad100, pf - float3( 1.0, 0.0, 0.0 ));
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float3 grad101 = samplerPermTex(float2( perm10, pi.z + permONE )).xyz * 4.0 - 1.0;
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float n101 = dot( grad101, pf - float3( 1.0, 0.0, 1.0 ));
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// Noise contributions from (x=1, y=1), z=0 and z=1
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float perm11 = rnm( pi.xy + float2( permONE, permONE ), t ).w ;
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float perm11 = rnm( pi.xy + float2( permONE, permONE ), t ).w;
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float3 grad110 = samplerPermTex(float2( perm11, pi.z )).xyz * 4.0 - 1.0;
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float n110 = dot( grad110, pf - float3( 1.0, 1.0, 0.0 ));
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float3 grad111 = samplerPermTex(float2( perm11, pi.z + permONE )).xyz * 4.0 - 1.0;
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@@ -233,11 +235,11 @@ float3 doGrain(float3 color, float2 texcoord,
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float grainIntLow,
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float grainDensity)
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{
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float timer = timers.x % 1000.0f;
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float timer = timers.x % 1000.0f;
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float2 uv = texcoord.xy * float2( screen_res.x, screen_res.y );
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float3 noise = pnoise3D( float3( uv.xy, 1 ), timer, grainSize );
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noise.y = pnoise3D( float3( uv.xy, 2 ), timer, grainSize );
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noise.z = pnoise3D( float3( uv.xy, 3 ), timer, grainSize );
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noise.z = pnoise3D( float3( uv.xy, 3 ), timer, grainSize );
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// Old, practically does the same as grainAmount below
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// Added back on request
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@@ -255,11 +257,31 @@ float3 doGrain(float3 color, float2 texcoord,
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color.xyz = lerp( color.xyz, color.xyz + ( noise.xyz ), grainAmount );
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return float3( color.xyz );
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}
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float3 Grain1(float3 color, float2 texcoord)
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{
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float grainSize=3.0;
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float grainAmount=0.500000;
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float grainIntensity=0.300000;
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float grainColor=0.000000;
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float grainIntHigh=0.000000;
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float grainIntLow=0.500000;
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float grainDensity=10.000000;
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return doGrain(color, texcoord,
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grainSize,
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grainAmount,
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grainIntensity,
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grainColor,
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grainIntHigh,
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grainIntLow,
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grainDensity);
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}
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float3 Grain2(float3 color, float2 texcoord)
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{
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float grainSize = 2.0;
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float grainAmount=0.023000 * 0.00004;
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float grainSize=2.0;
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float grainAmount=0.4;
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float grainIntensity=1.000000;
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float grainColor=0.000000;
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float grainIntHigh=0.000000;
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@@ -275,25 +297,3 @@ float3 Grain2(float3 color, float2 texcoord)
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grainIntLow,
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grainDensity);
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}
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//////////////////////////////////////////////////////////////////////////////////////
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float3 Grain1(float3 color, float2 texcoord)
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{
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float grainSize=1.0;
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float grainAmount=0.500000;
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float grainIntensity=0.300000;
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float grainColor=0.000000;
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float grainIntHigh=0.000000;
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float grainIntLow=0.500000;
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float grainDensity=10.000000;
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return doGrain(color, texcoord,
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grainSize,
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grainAmount,
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grainIntensity,
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grainColor,
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grainIntHigh,
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grainIntLow,
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grainDensity);
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}
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