Visual Effects Vol. 2#15417
Conversation
some redundant stuff in vertex shaders needs fixing
Half broken lol
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Would it be a good idea to add server/mod control for the noise parameters of waving water in this PR? Currently it's all client-side but the wave parameters, especially with reflections, are definitely part of the look-and-feel of a game and also relate to current weather conditions. |
Hmm, good point. I mean this is something that was client controlled before, but it could make sense to have it be controlled from the server side instead. I'd like to know what others think about this as well. |
i hate this
fix failed checks (hopefully for crying out loud)
Let's try this again...
Yes, but I'd prefer a separate PR. The smaller a PR is, the easier it is to review and faster it will get merged. |
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I think I asked that before (somewhere?)... What is the advantage of a shader based vignette effect over using a HUD image? (https://github.com/bas080/minetest_vignette) |
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Looks like I cannot apply this as a patch (to master). |
Yeah this conversation is buried somewhere on the Vol. 1... The HUD image has the disadvantage that it is rendered over the second stage, so there are quite visible banding artifacts and effects like color grading are not applied to the vignette, which is not as nice. |
Co-authored-by: grorp <gregor.parzefall@posteo.de>
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I guess now the rebase is done and only merge is left? |
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@GefullteTaubenbrust2 Hey. After #16670 got merged, now you need to rebase again and fix conflicts. Edit: Not a dev or regular contributor here. Just some Luanti fan happy to see these new features in game :) |
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Note that a revert for 3020c19 also needs to be included in this PR. |
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Sorry, I haven't checked on this in a while. I'll get right to it. |
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: sfan5 <sfan5@live.de>
…t2/minetest into Visuals-Vol-2
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I guess this needs another round of reviews? Or is there something left to be fixed? |
Everything should be addressed unless I missed something. |
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I do wish we could have this for 5.16 :) |
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@GefullteTaubenbrust2 could you rebase this again? |
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Sorry, I've been procrastinating a rebase for weeks now. |
This PR seeks to improve the visuals of Luanti through improvements to existing effects and addition of new ones (pertains to point 2.1 of the roadmap). To this end, shader code, and to a lesser extent engine code is modified.
List of changes
Adjustments to effects from #14610 and others:
New effects:
Lua API additions
lighting.vignettecontrols the second stage vignette.darkhow bright the darkest part of the vignette is, default:0.3.brighthow bright the brightest part of the vignette is, default:1.1.powercontrols the blending between dark and bright, default:1.1.lighting.cdlcontrols the color grading decision list.out = pow(in * slope + offset, power).{ slope = { x = 1.2, y = 1.0, z = 0.8}, offset = { x = 0.0, y = 0.0, z = 0.0 }, power = { x = 1.25, y = 1.0, z = 0.9 } }.lighting.volumetric_light.beta_r0controls the absorbance of the atmosphere for volumetric light and tinted sunlight effects.{ x = 3.336e-01, y = 8.754e-01, z = 1.953 }.{ x = 0, y = 0, z = 0 }is equivalent to disabling tinted sunlight, except it also applies to volumetrics.lighting.artificial_lightControls the color of artificial light, default:{ r = 133, g = 133, b = 133 }.lighting.foliage_translucencycontrols the strength of the translucent foliage effect, default:1.5.lighting.specular_intensitycontrols the strength of the specular reflection effect, default:1.5.Settings
Screenshots
To do
This PR is ready for review.
How to test
For most features, simply change the game settings. Of course, the game you use should support dynamic shadows and volumetrics. An example for the Lua controls is shown below:
This should produce inverted colors with color grading enabled, an exaggerated vignette, very bright reflections and foliage, blue sunsets and yellow artificial light.