Added New Mods

Added
- MRAA + Blindside Military Animation Pack
- Dynamic Zone Transitions
- Corpse Twitching
- Artifact Inspection
- Animated Lead Box
This commit is contained in:
2025-01-17 23:53:41 -05:00
parent 2009ca2711
commit fd1ec3a2ba
797 changed files with 20762 additions and 145 deletions
@@ -184,18 +184,20 @@ float fade( float t )
}
float pnoise3D( float3 p, float t, float grainSize )
{
{
float3 pi = permONE * floor( p ) + permHALF;
pi.xy *= permTexSize;
pi.xy = round(( pi.xy - permHALF ) / grainSize ) * grainSize;
pi.xy /= permTexSize;
float3 pf = frac( p );
// Magic constatns
float3 pf = float3(-0.1, 0.1, 0); // = frac( p );
// Noise contributions from (x=0, y=0), z=0 and z=1
float perm00 = rnm( pi.xy, t ).x;
float3 grad000 = samplerPermTex(float2( perm00, pi.z )).xyz * 4.0 - 1.0;
float n000 = dot( grad000, pf );
float3 grad001 = samplerPermTex(float2( perm00, pi.z + permONE )).xyz * 4.0 - 1.0;
float n001 = dot( grad001, pf - float3( 0.0, 0.0, 1.0 ));
//return n001;
// Noise contributions from (x=0, y=1), z=0 and z=1
float perm01 = rnm( pi.xy + float2( 0.0, permONE ), t ).y ;
float3 grad010 = samplerPermTex(float2( perm01, pi.z )).xyz * 4.0 - 1.0;
@@ -203,13 +205,13 @@ float pnoise3D( float3 p, float t, float grainSize )
float3 grad011 = samplerPermTex(float2( perm01, pi.z + permONE )).xyz * 4.0 - 1.0;
float n011 = dot( grad011, pf - float3( 0.0, 1.0, 1.0 ));
// Noise contributions from (x=1, y=0), z=0 and z=1
float perm10 = rnm( pi.xy + float2( permONE, 0.0 ), t ).z ;
float perm10 = rnm( pi.xy + float2( permONE, 0.0 ), t ).z;
float3 grad100 = samplerPermTex(float2( perm10, pi.z )).xyz * 4.0 - 1.0;
float n100 = dot( grad100, pf - float3( 1.0, 0.0, 0.0 ));
float3 grad101 = samplerPermTex(float2( perm10, pi.z + permONE )).xyz * 4.0 - 1.0;
float n101 = dot( grad101, pf - float3( 1.0, 0.0, 1.0 ));
// Noise contributions from (x=1, y=1), z=0 and z=1
float perm11 = rnm( pi.xy + float2( permONE, permONE ), t ).w ;
float perm11 = rnm( pi.xy + float2( permONE, permONE ), t ).w;
float3 grad110 = samplerPermTex(float2( perm11, pi.z )).xyz * 4.0 - 1.0;
float n110 = dot( grad110, pf - float3( 1.0, 1.0, 0.0 ));
float3 grad111 = samplerPermTex(float2( perm11, pi.z + permONE )).xyz * 4.0 - 1.0;
@@ -233,11 +235,11 @@ float3 doGrain(float3 color, float2 texcoord,
float grainIntLow,
float grainDensity)
{
float timer = timers.x % 1000.0f;
float timer = timers.x % 1000.0f;
float2 uv = texcoord.xy * float2( screen_res.x, screen_res.y );
float3 noise = pnoise3D( float3( uv.xy, 1 ), timer, grainSize );
noise.y = pnoise3D( float3( uv.xy, 2 ), timer, grainSize );
noise.z = pnoise3D( float3( uv.xy, 3 ), timer, grainSize );
noise.z = pnoise3D( float3( uv.xy, 3 ), timer, grainSize );
// Old, practically does the same as grainAmount below
// Added back on request
@@ -255,11 +257,31 @@ float3 doGrain(float3 color, float2 texcoord,
color.xyz = lerp( color.xyz, color.xyz + ( noise.xyz ), grainAmount );
return float3( color.xyz );
}
float3 Grain1(float3 color, float2 texcoord)
{
float grainSize=3.0;
float grainAmount=0.500000;
float grainIntensity=0.300000;
float grainColor=0.000000;
float grainIntHigh=0.000000;
float grainIntLow=0.500000;
float grainDensity=10.000000;
return doGrain(color, texcoord,
grainSize,
grainAmount,
grainIntensity,
grainColor,
grainIntHigh,
grainIntLow,
grainDensity);
}
float3 Grain2(float3 color, float2 texcoord)
{
float grainSize = 2.0;
float grainAmount=0.023000 * 0.00004;
float grainSize=2.0;
float grainAmount=0.4;
float grainIntensity=1.000000;
float grainColor=0.000000;
float grainIntHigh=0.000000;
@@ -275,25 +297,3 @@ float3 Grain2(float3 color, float2 texcoord)
grainIntLow,
grainDensity);
}
//////////////////////////////////////////////////////////////////////////////////////
float3 Grain1(float3 color, float2 texcoord)
{
float grainSize=1.0;
float grainAmount=0.500000;
float grainIntensity=0.300000;
float grainColor=0.000000;
float grainIntHigh=0.000000;
float grainIntLow=0.500000;
float grainDensity=10.000000;
return doGrain(color, texcoord,
grainSize,
grainAmount,
grainIntensity,
grainColor,
grainIntHigh,
grainIntLow,
grainDensity);
}