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  1. import "frame_script_def.scr"
  2.  
  3. sub weather_modify()
  4. {
  5. extern float f_pp_game_weather;
  6. extern float f_game_zombie_vision;
  7. Set("f_pp_game_weather", f_pp_game_weather * (1.0 - f_game_zombie_vision) + 0.2 * f_game_zombie_vision);
  8. }
  9.  
  10. sub game_modify()
  11. {
  12. extern float TIME;
  13. extern float f_game_oculus_enable;
  14. float oculus_enable = clamp(f_game_oculus_enable);
  15. float oculus_enable_inv = 1.0 - oculus_enable;
  16.  
  17. extern float f_game_player_health;
  18. extern float f_game_player_state_injured;
  19. extern float f_game_player_heartbeat;
  20.  
  21. float injured = clamp(f_game_player_state_injured);
  22. float injured = max(injured, clamp(f_game_player_health));
  23. //float injured = clamp(injured + f_game_player_heartbeat * 0.15);
  24. float injured_shake = clamp(f_game_player_heartbeat);
  25. float injured_desaturate = clamp(injured * 0.0 / 0.0) * 0.0; // min: 0.0, max 0.0
  26. float injured_radial = clamp((injured - 0.0 / 0.0) * 0.0); // min: 0.000, max 0.0
  27.  
  28. extern float f_game_player_fatigue;
  29. extern float f_game_player_state_exhausted;
  30. float exhausted = clamp(f_game_player_state_exhausted);
  31. float exhausted = max(exhausted, clamp(f_game_player_fatigue));
  32. float exhausted_inv = 1.0 - exhausted;
  33. float exhausted_1by = 1.0 / max(exhausted, f_div_delta);
  34.  
  35. extern float f_game_player_screamer;
  36. extern float f_movie_screamer;
  37. extern float f_game_player_pounced;
  38. extern float f_game_player_state_dazed;
  39. float dazed = clamp(f_game_player_state_dazed);
  40. float dazed = max(dazed, clamp(max(f_game_player_screamer, f_movie_screamer)));
  41. float dazed = max(dazed, clamp(f_game_player_pounced));
  42. float dazed_inv = 1.0 - dazed;
  43.  
  44. extern float f_game_player_toxic;
  45. extern float f_map_player_toxic;
  46. extern float f_game_player_infection;
  47. extern float f_movie_infection;
  48. extern float f_game_player_state_poisoned;
  49. extern float f_movie_toxic;
  50. float poisoned = clamp(f_game_player_state_poisoned);
  51. float poisoned = max(poisoned, clamp(f_game_player_toxic * 0.5));
  52. float poisoned = max(poisoned, clamp(f_map_player_toxic));
  53. float poisoned = max(poisoned, clamp(max(f_game_player_infection, f_movie_infection)));
  54. float poisoned = max(poisoned, clamp(f_movie_toxic));
  55. float poisoned_inv = 1.0 - poisoned;
  56. float poisoned_1by = 1.0 / max(poisoned, f_div_delta);
  57.  
  58. extern float f_game_player_guts;
  59. extern float f_game_player_state_disguised;
  60. float disguised = clamp(f_game_player_state_disguised);
  61. float disguised = max(disguised, clamp(f_game_player_guts));
  62. // float disguised_inv = 1.0 - disguised;
  63.  
  64. extern float f_game_player_knockdown;
  65. extern float f_game_player_knockdown_lowhealth;
  66. float knockdown = clamp(max(f_game_player_knockdown, f_game_player_knockdown_lowhealth));
  67.  
  68.  
  69. extern float f_game_player_cth;
  70. float cth = clamp(f_game_player_cth);
  71.  
  72. extern float f_game_player_duv;
  73. float duv = clamp(f_game_player_duv);
  74.  
  75. extern float f_game_player_buv;
  76. float buv = clamp(f_game_player_buv);
  77.  
  78. extern float f_game_player_gre;
  79. float gre = clamp(f_game_player_gre);
  80.  
  81. extern float f_game_player_cureaura;
  82. float cureaura = clamp(f_game_player_cureaura);
  83. float cureaura_inv = 1 - cureaura;
  84.  
  85. extern float f_game_player_cureaura_strong;
  86. float cureaura_strong = clamp(f_game_player_cureaura_strong);
  87. float cureaura_strong_inv = 1 - cureaura_strong;
  88. float cur_var = clamp(sin(0.6 * TIME) * 3.0 - 2.0) * clamp(sin(0.6 * TIME) * 3.0 - 2.0);
  89.  
  90. extern float f_game_player_hunter_drained;
  91. float hunter_drained = clamp(f_game_player_hunter_drained);
  92.  
  93. extern float f_game_player_explosion;
  94. extern float f_game_player_state_collided;
  95. float collided = clamp(f_game_player_state_collided);
  96. float collided = max(collided, clamp(f_game_player_explosion) * 0.5);
  97. float collided_inv = 1.0 - collided;
  98.  
  99. extern float f_game_player_fury_dof;
  100. float fury_dof = clamp(f_game_player_fury_dof);
  101. float fury_dof_inv = 1.0 - fury_dof;
  102. extern float f_game_player_state_melee;
  103. float melee = clamp(f_game_player_state_melee);
  104. float melee = max(melee, fury_dof);
  105. float melee_1by = 1.0 / max(melee, f_div_delta);
  106.  
  107. extern float f_game_player_fury_dof_far;
  108. extern float f_game_player_state_melee_distance;
  109. float melee_distance = f_game_player_state_melee_distance * fury_dof_inv + f_game_player_fury_dof_far * fury_dof;
  110.  
  111. extern float f_game_player_night_level_gain;
  112. float night_level_gain = clamp(f_game_player_night_level_gain);
  113. float night_level_gain_inv = 1.0 - night_level_gain;
  114.  
  115. extern float f_tahir_fight_on;
  116. float tahir_fight = clamp(f_tahir_fight_on);
  117. float tahir_fight_inv = 1.0 - tahir_fight;
  118. float tahir_fight_1by = 1.0 / max(tahir_fight, f_div_delta);
  119.  
  120. extern float f_game_zombie_vision;
  121. extern float f_game_player_night_vision;
  122. float zombie_vision = clamp(f_game_zombie_vision);
  123. float zombie_vision = max(zombie_vision, clamp(f_game_player_night_vision));
  124. Set("f_pp_game_zombie_vision", zombie_vision);
  125. float zombie_vision_inv = 1.0 - zombie_vision;
  126. float zombie_vision_1by = 1.0 / max(zombie_vision, f_div_delta);
  127.  
  128. extern float f_game_zombie_vision_ring_x;
  129. extern float f_game_zombie_vision_ring_y;
  130. extern float f_game_zombie_vision_ring_scale;
  131. float zombie_vision_ring_scale_inv = 1.0 - f_game_zombie_vision_ring_scale;
  132.  
  133. extern float f_game_noire;
  134. float noire = pow(clamp(f_game_noire), 2.2);
  135. float noire_inv = 1.0 - noire;
  136.  
  137. extern float f_game_noire_red;
  138. float noire_red = clamp(f_game_noire_red);
  139. float noire_red_inv = 1.0 - noire_red;
  140.  
  141. extern float f_game_dream;
  142. float dream = pow(clamp(f_game_dream), 2.2);
  143. float dream_inv = 1.0 - dream;
  144. float dream_1by = 1.0 / max(dream, f_div_delta);
  145.  
  146. extern float f_game_zombie_killed;
  147. float zombie_killed = clamp(f_game_zombie_killed);
  148. float zombie_killed_inv = 1.0 - zombie_killed;
  149.  
  150. extern float f_game_zombie_killed_gamma;
  151.  
  152. extern float f_game_dialog;
  153. float dialog = clamp(f_game_dialog);
  154. float dialog_1by = 1.0 / max(dialog, f_div_delta);
  155.  
  156. extern float f_menu_blur;
  157. float menu_blur = clamp(f_menu_blur);
  158.  
  159. extern float f_game_dialog_distance;
  160. float dialog_distance = f_game_dialog_distance;
  161.  
  162. extern float f_game_dialog_distance_far;
  163. float dialog_distance_far = f_game_dialog_distance_far;
  164.  
  165. extern float f_game_player_dof_far;
  166. float player_dof_far = clamp(f_game_player_dof_far);
  167. float player_dof_far_1by = 1.0 / max(player_dof_far, f_div_delta);
  168.  
  169. extern float f_game_player_dof_far_min;
  170. float player_dof_far_min = f_game_player_dof_far_min;
  171.  
  172. extern float f_game_player_dof_far_max;
  173. float player_dof_far_max = f_game_player_dof_far_max;
  174.  
  175. extern float f_game_player_damage;
  176. extern float f_movie_damage;
  177. float damage = max(clamp(f_game_player_damage), clamp(f_movie_damage));
  178.  
  179. extern float f_game_player_damage_motion_blur;
  180. float damage_motion_blur = clamp(f_game_player_damage_motion_blur);
  181.  
  182. extern float f_game_player_damage_prv_copy;
  183. float damage_prv_copy = clamp(f_game_player_damage_prv_copy);
  184.  
  185. extern float f_game_player_sprint;
  186. float sprint = clamp(f_game_player_sprint);
  187. float sprint = sprint * oculus_enable_inv;
  188.  
  189. extern float f_game_player_flashbang_prv_copy;
  190. float flashbang_prv_copy = clamp(f_game_player_flashbang_prv_copy);
  191. float flashbang_prv_copy_inv = 1.0 - flashbang_prv_copy;
  192.  
  193. extern float f_pp_game_player_flashbang_time;
  194. float flashbang_time = pow(f_pp_game_player_flashbang_time / 4.0, 8.0); // / 4.0 = mid point (time) of whole effect (logic_script_game.scr = 6)
  195.  
  196. extern float f_game_player_flash;
  197. float flash = clamp(f_game_player_flash);
  198. float flash_inv = 1.0 - flash;
  199.  
  200.  
  201.  
  202. extern float f_game_postprocess_effect_5;
  203. extern float f_game_postprocess_effect_7;
  204.  
  205. extern float f_lockpicking_minigame;
  206. extern float f_ui_ingame_blur;
  207. extern float f_menu_desaturate;
  208.  
  209. // aberration - zombie bite
  210. extern float f_pp_aberration_scale;
  211. extern float f_pp_aberration_speed;
  212. extern float f_pp_aberration_strength;
  213.  
  214. float aberration_scale = f_pp_aberration_scale;
  215. float aberration_speed = f_pp_aberration_speed;
  216. float aberration_strength = f_pp_aberration_strength;
  217.  
  218. float aberration_scale = max(aberration_scale, 0.05 * dazed);
  219. float aberration_speed = max(aberration_speed, 20.0 * clamp(dazed * 100000.0));
  220. float aberration_strength = max(aberration_strength, 0.75 * dazed);
  221.  
  222. float aberration_scale = max(aberration_scale, 0.01 * tahir_fight);
  223. float aberration_speed = max(aberration_speed, 0.75 * clamp(tahir_fight * 100000.0));
  224. float aberration_strength = max(aberration_strength, 1.0 * tahir_fight);
  225.  
  226. Set("f_pp_aberration_scale", aberration_scale);
  227. Set("f_pp_aberration_speed", aberration_speed);
  228. Set("f_pp_aberration_strength", aberration_strength);
  229.  
  230. // shake - zombie bite
  231. extern float f_pp_shake_scale;
  232. extern float f_pp_shake_speed;
  233. extern float f_pp_shake_strength;
  234.  
  235. float f_pp_shake_scale = max(f_pp_shake_scale, 0.05 * collided);
  236. float f_pp_shake_strength = max(f_pp_shake_strength, 0.5 * collided);
  237. float f_pp_shake_speed = max(f_pp_shake_speed, collided * collided * 4.0);
  238.  
  239. float f_pp_shake_scale = max(f_pp_shake_scale, 0.035 * injured_shake);
  240. float f_pp_shake_strength = max(f_pp_shake_strength, 1.0 * injured_shake);
  241. float f_pp_shake_speed = max(f_pp_shake_speed, 20.0 * injured_shake);
  242.  
  243. float f_pp_shake_scale = max(f_pp_shake_scale, 0.05 * cureaura);
  244. float f_pp_shake_strength = max(f_pp_shake_strength, 0.5 * cureaura);
  245. float f_pp_shake_speed = max(f_pp_shake_speed, 15.0 * cureaura);
  246.  
  247. float f_pp_shake_scale = max(f_pp_shake_scale, 0.25 * cureaura_strong);
  248. float f_pp_shake_strength = max(f_pp_shake_strength, 1.0 * cureaura_strong);
  249. float f_pp_shake_speed = max(f_pp_shake_speed, 15.0 * cureaura_strong);
  250.  
  251. Set("f_pp_shake_scale", f_pp_shake_scale);
  252. Set("f_pp_shake_speed", f_pp_shake_speed);
  253. Set("f_pp_shake_strength", f_pp_shake_strength);
  254.  
  255. //blur
  256. extern float f_pp_blur;
  257. float f_pp_blur = max(f_pp_blur, f_lockpicking_minigame);
  258. float f_pp_blur = max(f_pp_blur, collided);
  259. float f_pp_blur = max(f_pp_blur, dazed);
  260. float f_pp_blur = max(f_pp_blur, noire * 0.175);
  261. float f_pp_blur = max(f_pp_blur, f_ui_ingame_blur * 0.9);
  262. float f_pp_blur = max(f_pp_blur, knockdown);
  263. float f_pp_blur = max(f_pp_blur, damage * 0.2);
  264. float f_pp_blur = max(f_pp_blur, menu_blur);
  265. float f_pp_blur = max(f_pp_blur, cureaura_strong * cur_var * 0.02);
  266. Set("f_pp_blur", f_pp_blur);
  267.  
  268. //DOF
  269. extern float f_pp_blur_near;
  270. extern float f_pp_blur_near_min;
  271. extern float f_pp_blur_near_max;
  272. extern float f_pp_blur_far_min;
  273. extern float f_pp_blur_far_max;
  274. extern float f_pp_blur_far;
  275.  
  276. //fight (melee, grab)
  277. float f_pp_blur_far_min = min(f_pp_blur_far_min, melee_1by * melee_distance * 0.75);
  278. float f_pp_blur_far_max = min(f_pp_blur_far_max, melee_1by * melee_distance);
  279. float f_pp_blur_far = max(f_pp_blur_far, melee);
  280.  
  281. //DOF - dialog
  282. float f_pp_blur_far_min = min(f_pp_blur_far_min, dialog_1by * f_game_dialog_distance);
  283. float f_pp_blur_far_max = min(f_pp_blur_far_max, dialog_1by * f_game_dialog_distance_far);
  284. float f_pp_blur_far = max(f_pp_blur_far, dialog);
  285.  
  286. float f_pp_blur_far_min = min(f_pp_blur_far_min, player_dof_far_1by * player_dof_far_min);
  287. float f_pp_blur_far_max = min(f_pp_blur_far_max, player_dof_far_1by * player_dof_far_max);
  288. float f_pp_blur_far = max(f_pp_blur_far, player_dof_far);
  289.  
  290. float f_pp_blur_far_min = min(f_pp_blur_far_min, poisoned_1by * 5.0);
  291. float f_pp_blur_far_max = min(f_pp_blur_far_max, poisoned_1by * 20.0);
  292. float f_pp_blur_far = max(f_pp_blur_far, poisoned);
  293.  
  294. float f_pp_blur_far_min = min(f_pp_blur_far_min, dream_1by * 15.0);
  295. float f_pp_blur_far_max = min(f_pp_blur_far_max, dream_1by * 175.0);
  296. float f_pp_blur_far = max(f_pp_blur_far, dream);
  297.  
  298. float f_pp_blur_far_min = min(f_pp_blur_far_min, tahir_fight_1by * 2.0);
  299. float f_pp_blur_far_max = min(f_pp_blur_far_max, tahir_fight_1by * 12.0);
  300. float f_pp_blur_far = max(f_pp_blur_far, tahir_fight);
  301.  
  302. //DOF - set variables and disable in oculus rift mode
  303. Set("f_pp_blur_near", f_pp_blur_near * oculus_enable_inv);
  304. Set("f_pp_blur_near_min", f_pp_blur_near_min * oculus_enable_inv);
  305. Set("f_pp_blur_near_max", f_pp_blur_near_max * oculus_enable_inv);
  306. Set("f_pp_blur_far_min", f_pp_blur_far_min * oculus_enable_inv);
  307. Set("f_pp_blur_far_max", f_pp_blur_far_max * oculus_enable_inv);
  308. Set("f_pp_blur_far", f_pp_blur_far * oculus_enable_inv);
  309.  
  310. //motion blur copy
  311. extern float f_pp_prv_copy;
  312. float prv_copy = f_pp_prv_copy;
  313. float prv_copy = max(prv_copy, flashbang_prv_copy);
  314. float prv_copy = max(prv_copy, damage_prv_copy);
  315. float prv_copy = max(prv_copy, poisoned);
  316. float prv_copy = max(prv_copy, dream);
  317. float prv_copy = max(prv_copy, cureaura);
  318. float prv_copy = max(prv_copy, cureaura_strong);
  319. float prv_copy = max(prv_copy, tahir_fight);
  320. Set("f_pp_prv_copy", prv_copy);
  321.  
  322. extern float f_pp_prv_add;
  323. float prv_add = f_pp_prv_add;
  324. float prv_add = max(prv_add, flashbang_time * flashbang_prv_copy_inv);
  325. float prv_add = max(prv_add, damage_motion_blur * 0.1);
  326. float prv_add = max(prv_add, poisoned * 0.2);
  327. float prv_add = max(prv_add, cureaura * 0.15);
  328. float prv_add = max(prv_add, cureaura_strong * 0.5 * cur_var);
  329. float prv_add = max(prv_add, dream * 0.15);
  330. Set("f_pp_prv_add", prv_add);
  331.  
  332. //motion blur
  333. extern float f_prv_lrp;
  334. float f_prv_lrp = max(f_prv_lrp, tahir_fight * 0.3);
  335. Set("f_pp_prv_lrp", f_prv_lrp);
  336.  
  337. extern float f_pp_overlay_effect_3; //lockpick
  338. float overlay_effect_3 = f_pp_overlay_effect_3;
  339. float overlay_effect_3 = max(overlay_effect_3, f_lockpicking_minigame);
  340. Set("f_pp_overlay_effect_3", overlay_effect_3);
  341.  
  342. extern float f_pp_overlay_effect_5; //exhausted
  343. float overlay_effect_5 = f_pp_overlay_effect_5;
  344. float overlay_effect_5 = max(overlay_effect_5, pow(exhausted, 0.25));
  345. Set("f_pp_overlay_effect_5", overlay_effect_5);
  346.  
  347. float noire_desaturate = noire * 0.85;
  348. extern float f_pp_saturation;
  349. float saturation = f_pp_saturation;
  350. float saturation = min(saturation, 1.0 - noire_desaturate * noire_red_inv);
  351. Set("f_pp_saturation", saturation);
  352.  
  353. //desaturation
  354. extern float f_pp_desaturate;
  355.  
  356. float f_pp_desaturate = max(f_pp_desaturate, injured_desaturate);
  357. float f_pp_desaturate = max(f_pp_desaturate, collided * 0.5);
  358. float f_pp_desaturate = max(f_pp_desaturate, tahir_fight);
  359. float f_pp_desaturate = max(f_pp_desaturate, f_menu_desaturate);
  360. float f_pp_desaturate = max(f_pp_desaturate, noire_desaturate * noire_red);
  361. float f_pp_desaturate = max(f_pp_desaturate, f_lockpicking_minigame);
  362. float f_pp_desaturate = max(f_pp_desaturate, damage * 0.0);
  363. float f_pp_desaturate = max(f_pp_desaturate, cth * 0.5);
  364. float f_pp_desaturate = max(f_pp_desaturate, duv * 0.5);
  365. float f_pp_desaturate = max(f_pp_desaturate, gre * 0.5);
  366.  
  367.  
  368. Set("f_pp_desaturate", f_pp_desaturate);
  369.  
  370. extern vec3 v_pp_desaturate_factor_mask;
  371. extern vec3 v_pp_desaturate_tint;
  372. extern vec3 v_pp_desaturate_tint_masked;
  373.  
  374. vec3 v_pp_desaturate_factor_mask = v_pp_desaturate_factor_mask * tahir_fight_inv + [2.0, -1.0, -1.0] * tahir_fight;
  375. vec3 v_pp_desaturate_tint = v_pp_desaturate_tint * tahir_fight_inv + [0.7, 1.0, 0.25] * tahir_fight;
  376. vec3 v_pp_desaturate_tint_masked = v_pp_desaturate_tint_masked * tahir_fight_inv + [5.0, 0.7, 0.5] * tahir_fight;
  377.  
  378. vec3 v_pp_desaturate_factor_mask = v_pp_desaturate_factor_mask * noire_inv + [10.0, -10.0, -10.0] * noire;
  379. vec3 v_pp_desaturate_tint = v_pp_desaturate_tint * noire_inv + [1.0, 1.0, 1.0] * noire;
  380. vec3 v_pp_desaturate_tint_masked = v_pp_desaturate_tint_masked * noire_inv + [1.0, 1.0, 1.0] * noire;
  381.  
  382. Set("v_pp_desaturate_factor_mask", v_pp_desaturate_factor_mask);
  383. Set("v_pp_desaturate_tint", v_pp_desaturate_tint);
  384. Set("v_pp_desaturate_tint_masked", v_pp_desaturate_tint_masked);
  385.  
  386. //Blur radial mask
  387. extern float f_pp_blur_mask_radial_bias;
  388. extern float f_pp_blur_mask_radial_scale;
  389. extern float f_pp_blur_mask_radial_opacity;
  390. extern float f_pp_blur_mask_radial_scale_y;
  391. extern float f_pp_blur_mask_radial_scale_x;
  392.  
  393. float f_pp_blur_mask_radial_bias = min(f_pp_blur_mask_radial_bias, -sprint * 1.0);
  394. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, sprint * 2.0);
  395. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, sprint);
  396.  
  397. float f_pp_blur_mask_radial_bias = max(f_pp_blur_mask_radial_bias, injured_radial * 0.0);
  398. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, injured_radial * 1.0);
  399. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, injured_radial * 1.0);
  400.  
  401. float f_pp_blur_mask_radial_bias = max(f_pp_blur_mask_radial_bias, exhausted * 0.0);
  402. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, exhausted * 1.0);
  403. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, exhausted * 1.0);
  404.  
  405. float f_pp_blur_mask_radial_bias = max(f_pp_blur_mask_radial_bias, tahir_fight * 0.0);
  406. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, tahir_fight * 1.0);
  407. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, tahir_fight * 0.25);
  408.  
  409. float f_pp_blur_mask_radial_bias = max(f_pp_blur_mask_radial_bias, f_game_postprocess_effect_5 * 0.1);
  410. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, f_game_postprocess_effect_5 * 1.0);
  411. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, f_game_postprocess_effect_5);
  412. float f_pp_blur_mask_radial_scale_x = min(f_pp_blur_mask_radial_scale_x,1- f_game_postprocess_effect_5);
  413. float f_pp_blur_mask_radial_scale_y = max(f_pp_blur_mask_radial_scale_y, f_game_postprocess_effect_5);
  414.  
  415. float f_pp_blur_mask_radial_bias = max(f_pp_blur_mask_radial_bias, f_game_postprocess_effect_7 * 0.2);
  416. float f_pp_blur_mask_radial_scale = max(f_pp_blur_mask_radial_scale, f_game_postprocess_effect_7 * 0.2);
  417. float f_pp_blur_mask_radial_opacity = max(f_pp_blur_mask_radial_opacity, f_game_postprocess_effect_7* 0.5);
  418. float f_pp_blur_mask_radial_scale_x = max(f_pp_blur_mask_radial_scale_x,f_game_postprocess_effect_7);
  419. float f_pp_blur_mask_radial_scale_y = max(f_pp_blur_mask_radial_scale_y, f_game_postprocess_effect_7);
  420.  
  421. Set("f_pp_blur_mask_radial_bias", f_pp_blur_mask_radial_bias);
  422. Set("f_pp_blur_mask_radial_scale", f_pp_blur_mask_radial_scale);
  423. Set("f_pp_blur_mask_radial_opacity", f_pp_blur_mask_radial_opacity);
  424. Set("f_pp_blur_mask_radial_scale_x", f_pp_blur_mask_radial_scale_x);
  425. Set("f_pp_blur_mask_radial_scale_y", f_pp_blur_mask_radial_scale_y);
  426.  
  427. //Radial blur
  428. extern float f_pp_blur_radial_mask_scale;
  429. extern float f_pp_blur_radial_mask_opacity;
  430. extern float f_pp_blur_radial_power;
  431. extern float f_pp_blur_radial_range;
  432. extern float f_pp_blur_radial_center_x;
  433. extern float f_pp_blur_radial_center_y;
  434.  
  435. float f_pp_blur_radial_mask_scale = max(f_pp_blur_radial_mask_scale, sprint);
  436. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, sprint);
  437. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, sprint * 0.2);
  438.  
  439. float f_pp_blur_radial_mask_scale = f_pp_blur_radial_mask_scale * zombie_vision_inv + 0.4 * zombie_vision;
  440. float f_pp_blur_radial_mask_opacity = max(f_pp_blur_radial_mask_opacity, zombie_vision);
  441. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, zombie_vision * (1.0 + zombie_vision_ring_scale_inv * 4.0));
  442. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, zombie_vision * (0.1 + zombie_vision_ring_scale_inv * 0.1));
  443. float f_pp_blur_radial_center_x = f_pp_blur_radial_center_x + f_game_zombie_vision_ring_x * zombie_vision * 0.5;
  444. float f_pp_blur_radial_center_y = f_pp_blur_radial_center_y - f_game_zombie_vision_ring_y * zombie_vision * 0.5;
  445.  
  446. float f_pp_blur_radial_mask_scale = max(f_pp_blur_radial_mask_scale, dream * 1.0);
  447. float f_pp_blur_radial_mask_opacity = max(f_pp_blur_radial_mask_opacity, dream * 0.65);
  448. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, dream * 1.0);
  449. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, dream * 0.3);
  450. float f_pp_blur_radial_center_x = f_pp_blur_radial_center_x + sin(TIME * 0.73) * dream * 0.1;
  451. float f_pp_blur_radial_center_y = f_pp_blur_radial_center_y + sin(TIME * 1.37) * dream * 0.1;
  452.  
  453. float f_pp_blur_radial_mask_scale = max(f_pp_blur_radial_mask_scale, poisoned * 2.0);
  454. float f_pp_blur_radial_mask_opacity = max(f_pp_blur_radial_mask_opacity, poisoned * clamp(sin(TIME * 3.23) * 0.5 + 0.5));
  455. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, poisoned * 0.75);
  456. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, poisoned * 0.3);
  457. float f_pp_blur_radial_center_x = f_pp_blur_radial_center_x + sin(TIME * 0.73) * poisoned * 0.4;
  458. float f_pp_blur_radial_center_y = f_pp_blur_radial_center_y + sin(TIME * 1.37) * poisoned * 0.4;
  459.  
  460.  
  461. float f_pp_blur_radial_mask_scale = max(f_pp_blur_radial_mask_scale, cureaura * 0.01);
  462. float f_pp_blur_radial_mask_opacity = max(f_pp_blur_radial_mask_opacity, cureaura * cur_var);
  463. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, cureaura * 0.6);
  464. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, cureaura * 0.2);
  465. float f_pp_blur_radial_center_x = f_pp_blur_radial_center_x + sin(TIME * 2.73) * cureaura * 0.2;
  466. float f_pp_blur_radial_center_y = f_pp_blur_radial_center_y + sin(TIME * 1.37) * cureaura * 0.2;
  467.  
  468. float f_pp_blur_radial_mask_scale = max(f_pp_blur_radial_mask_scale, cureaura_strong * 0.01);
  469. float f_pp_blur_radial_mask_opacity = max(f_pp_blur_radial_mask_opacity, cureaura_strong * cur_var * 0.3);
  470. float f_pp_blur_radial_power = max(f_pp_blur_radial_power, cureaura_strong );
  471. float f_pp_blur_radial_range = max(f_pp_blur_radial_range, cureaura_strong * 0.5);
  472. float f_pp_blur_radial_center_x = f_pp_blur_radial_center_x + sin(TIME * 2.73) * cureaura_strong * 0.1;
  473. float f_pp_blur_radial_center_y = f_pp_blur_radial_center_y + sin(TIME * 1.37) * cureaura_strong * 0.1;
  474.  
  475. Set("f_pp_blur_radial_mask_scale", f_pp_blur_radial_mask_scale);
  476. Set("f_pp_blur_radial_mask_opacity", f_pp_blur_radial_mask_opacity);
  477. Set("f_pp_blur_radial_power", f_pp_blur_radial_power);
  478. Set("f_pp_blur_radial_range", f_pp_blur_radial_range);
  479. Set("f_pp_blur_radial_center_x", f_pp_blur_radial_center_x);
  480. Set("f_pp_blur_radial_center_y", f_pp_blur_radial_center_y);
  481.  
  482. //Luminance PreMultiply
  483. extern float f_pp_lum_pm;
  484. extern vec3 v_pp_lum_pm_factors;
  485. extern float f_pp_lum_pm_weights_factor;
  486.  
  487. float f_pp_lum_pm = max(f_pp_lum_pm, tahir_fight * 0.8);
  488. vec3 v_pp_lum_pm_factors = [1.0, 1.0, 1.0] * tahir_fight + v_pp_lum_pm_factors * tahir_fight_inv;
  489. float f_pp_lum_pm_weights_factor = 10.0 * tahir_fight + f_pp_lum_pm_weights_factor * tahir_fight_inv;
  490.  
  491. float f_pp_lum_pm = max(f_pp_lum_pm, flash * 0.8);
  492. vec3 v_pp_lum_pm_factors = [1.0, 1.0, 1.0] * flash + v_pp_lum_pm_factors * flash_inv;
  493. float f_pp_lum_pm_weights_factor = 10.0 * flash + f_pp_lum_pm_weights_factor * flash_inv;
  494.  
  495. float f_pp_lum_pm = max(f_pp_lum_pm, cureaura * clamp( (sin(TIME * 1.33) + sin(TIME * 2.43) + sin(TIME * 3.23)) * 0.5* 0.333 + 0.5 ));
  496. vec3 v_pp_lum_pm_factors = [1.0, 1.0, 1.0] * cureaura + v_pp_lum_pm_factors * cureaura_inv;
  497. float f_pp_lum_pm_weights_factor = 10.0 * cureaura + f_pp_lum_pm_weights_factor * cureaura_inv;
  498.  
  499. float f_pp_lum_pm = max(f_pp_lum_pm, cureaura_strong * cur_var);
  500. vec3 v_pp_lum_pm_factors = [1.0, 1.0, 1.0] * cureaura_strong + v_pp_lum_pm_factors * cureaura_strong_inv;
  501. float f_pp_lum_pm_weights_factor = 10.0 * cureaura_strong + f_pp_lum_pm_weights_factor * cureaura_strong_inv;
  502.  
  503.  
  504. Set("f_pp_lum_pm", f_pp_lum_pm);
  505. Set("v_pp_lum_pm_factors", v_pp_lum_pm_factors);
  506. Set("f_pp_lum_pm_weights_factor", f_pp_lum_pm_weights_factor);
  507.  
  508. extern vec4 v_game_player_blood;
  509. Set("f_pp_game_player_blood", max(max(max(v_game_player_blood.x, v_game_player_blood.y), v_game_player_blood.z), v_game_player_blood.w));
  510.  
  511. extern vec4 v_game_player_blood_hit;
  512. Set("f_pp_game_player_blood_hit", max(max(max(v_game_player_blood_hit.x, v_game_player_blood_hit.y), v_game_player_blood_hit.z), v_game_player_blood_hit.w));
  513.  
  514. extern vec3 v_pp_levels_rgb_in_black;
  515. extern vec3 v_pp_levels_rgb_in_gamma;
  516. extern vec3 v_pp_levels_rgb_in_white;
  517. extern vec3 v_pp_levels_rgb_out_black;
  518. extern vec3 v_pp_levels_rgb_out_white;
  519. extern float f_pp_levels;
  520.  
  521. vec3 levels_in_black = v_pp_levels_rgb_in_black;
  522. vec3 levels_in_gamma = v_pp_levels_rgb_in_gamma;
  523. vec3 levels_in_white = v_pp_levels_rgb_in_white;
  524. vec3 levels_out_black = v_pp_levels_rgb_out_black;
  525. vec3 levels_out_white = v_pp_levels_rgb_out_white;
  526. float levels = f_pp_levels;
  527.  
  528. vec3 levels_in_gamma = levels_in_gamma * night_level_gain_inv + 1.15 * night_level_gain;
  529. float levels = levels * night_level_gain_inv + night_level_gain; // * 1.0
  530.  
  531. vec3 levels_in_gamma = levels_in_gamma * zombie_killed_inv + f_game_zombie_killed_gamma * zombie_killed;
  532. float levels = levels * zombie_killed_inv + zombie_killed; // * 1.0
  533.  
  534. Set("v_pp_levels_rgb_in_black", levels_in_black);
  535. Set("v_pp_levels_rgb_in_gamma", levels_in_gamma);
  536. Set("v_pp_levels_rgb_in_white", levels_in_white);
  537. Set("v_pp_levels_rgb_out_black", levels_out_black);
  538. Set("v_pp_levels_rgb_out_white", levels_out_white);
  539. Set("f_pp_levels", levels);
  540.  
  541. extern vec3 v_pp_game_enemy_highlight_color;
  542. extern vec3 v_pp_game_enemy_highlight_factors;
  543. float zombie_vision_enemy_highlight_fade_far = 4.0;
  544. float zombie_vision_enemy_highlight_fade_near = 0.0;
  545. float zombie_vision_enemy_hightlight_mul = 1.0 / (zombie_vision_enemy_highlight_fade_far - zombie_vision_enemy_highlight_fade_near);
  546. float zombie_vision_enemy_hightlight_add = -zombie_vision_enemy_highlight_fade_near * zombie_vision_enemy_hightlight_mul;
  547.  
  548. vec3 zombie_vision_enemy_highlight_color = [1.0, 1.0, 1.0];
  549. vec3 zombie_vision_enemy_highlight_factors = [zombie_vision_enemy_hightlight_mul, zombie_vision_enemy_hightlight_add, 2.0 * zombie_vision];
  550. Set("v_pp_game_enemy_highlight_color", v_pp_game_enemy_highlight_color * zombie_vision_inv + zombie_vision_enemy_highlight_color * zombie_vision);
  551. Set("v_pp_game_enemy_highlight_factors", v_pp_game_enemy_highlight_factors * zombie_vision_inv + zombie_vision_enemy_highlight_factors * zombie_vision);
  552.  
  553. extern float f_pp_filmgrain_8;
  554. extern float f_pp_filmgrain_8_color;
  555. extern float f_pp_filmgrain_8_speed;
  556.  
  557. float filmgrain_8 = f_pp_filmgrain_8;
  558. float filmgrain_8 = max(filmgrain_8, zombie_vision * 0.005);
  559.  
  560. float filmgrain_8_color = f_pp_filmgrain_8_color;
  561. float filmgrain_8_color = max(filmgrain_8_color, zombie_vision);
  562.  
  563. float filmgrain_8_speed = f_pp_filmgrain_8_speed;
  564. float filmgrain_8_speed = max(filmgrain_8_speed, zombie_vision * 1.5);
  565.  
  566. Set("f_pp_filmgrain_8", filmgrain_8);
  567. Set("f_pp_filmgrain_8_color", filmgrain_8_color);
  568. Set("f_pp_filmgrain_8_speed", filmgrain_8_speed);
  569.  
  570. //ZOMBIE VISION
  571. float exposure_white_zombie_vision = 0.1;
  572. float exposure_white_zombie_vision_inv_sqr = 1.0 / (exposure_white_zombie_vision * exposure_white_zombie_vision);
  573. float game_zombie_vision_weight = zombie_vision * zombie_vision;
  574. extern float f_pp_auto_exposure_white_inv_sqr;
  575. float auto_exposure_white_inv_sqr = exposure_white_zombie_vision_inv_sqr * game_zombie_vision_weight + f_pp_auto_exposure_white_inv_sqr * (1.0 - game_zombie_vision_weight);
  576. Set("f_pp_auto_exposure_white_inv_sqr", auto_exposure_white_inv_sqr);
  577.  
  578. Set("f_pp_curves_effect_0_v", 129.0);
  579. Set("f_pp_curves_effect_0", zombie_vision);
  580.  
  581. Set("f_pp_curves_effect_1_v", 132.0);
  582. Set("f_pp_curves_effect_1", disguised);
  583.  
  584. Set("f_pp_curves_effect_2_v", 133.0);
  585. Set("f_pp_curves_effect_2", poisoned);
  586.  
  587. Set("f_pp_curves_effect_3_v", 145.0);
  588. Set("f_pp_curves_effect_3", dream);
  589.  
  590. Set("f_pp_curves_effect_4_v", 135.0); //obsolete
  591. Set("f_pp_curves_effect_4", duv);
  592.  
  593. Set("f_pp_curves_effect_5_v", 142.0);
  594. Set("f_pp_curves_effect_5", buv);
  595.  
  596. Set("f_pp_curves_effect_6_v", 141.0);
  597. Set("f_pp_curves_effect_6", gre);
  598.  
  599. Set("f_pp_curves_effect_7_v", 131.0);
  600. Set("f_pp_curves_effect_7", damage);
  601.  
  602. Set("f_pp_curves_effect_8_v", 143.0);
  603. Set("f_pp_curves_effect_8", hunter_drained);
  604. }
  605.  
  606. sub game_set()
  607. {
  608. extern float f_pp_game_player_blood;
  609. extern float f_pp_game_player_blood_hit;
  610. extern float f_pp_blur_on;
  611. float f_pp_blur_on = max(f_pp_blur_on, f_pp_game_player_blood);
  612. float f_pp_blur_on = max(f_pp_blur_on, f_pp_game_player_blood_hit);
  613. Set("f_pp_blur_on", f_pp_blur_on);
  614. }
  615.  
  616.  
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