Garry's Mod

Garry's Mod

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GShader Library
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Content Type: Addon
Addon Type: Tool
Addon Tags: Scenic
File Size
Posted
Updated
241.026 KB
5 Aug @ 6:08am
10 Dec @ 7:47am
128 Change Notes ( view )

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GShader Library

Description
GShader Library
— a shader library that serves as the foundation for creating Deferred Renderer (shading & lighting) shaders, acting as a convenient tool for creating advanced post-processing effects.

Brief list of textures in the addon:
  • _rt_WPDepth
  • _rt_NormalsTangents
  • _rt_ResolvedFullFrameDepth
  • _rt_BumpFog

The addon includes:
  • Reconstruction of WorldPos, WorldNormals and Tangents from _rt_ResolvedFullFrameDepth.
  • Normal smoothing.
  • Increasing the bit depth of the depth buffer _rt_ResolvedFullFrameDepth.
  • View and projection matrices: View, Proj, ViewProj. For perspective and orthogonal projection.
  • Newly discovered texture formats that allow more flexible work with shaders.
  • Encoding Normals and Tangents into a single texture, packing WorldPos and Depth, which will fit within the 4-texture limit in screenspace_general.
  • Choice of normal reconstruction method[wickedengine.net]: Simple, 3 Tap, Improved, Accurate[atyuwen.github.io].
  • Function shaderlib.DrawScreenQuad() with Multiple Render Target support.
  • Function shaderlib.DrawVertexScreenQuad() with input data to vertex shader and MRT support. More info here: Example 6[github.com].

Encoding Normals and Tangents
Normals and Tangents are stored in the render target _rt_NormalsTangents, where:
  • .RG — Normals
  • .B — Tangents
  • .A — Sign: A value of 1 or -1. It will help you with lighting and creating Post-Process Parallax Mapping.
Normals are encoded using Octahedron normal vector encoding [knarkowicz.wordpress.com]
Normal decoding is done via the function:
float3 Decode(float2 f) { f = f * 2.0 - 1.0; // https://twitter.com/Stubbesaurus/status/937994790553227264 float3 n = float3(f.x, f.y, 1.0 - abs(f.x) - abs(f.y)); float t = saturate(-n.z); n.xy += n.xy >= 0.0 ? -t : t; return normalize(n); }
Tangents are encoded using Diamond Encoding [www.jeremyong.com]
Tangent decoding is done via the function:
float2 decode_diamond(float p) { float2 v; // Remap p to the appropriate segment on the diamond float p_sign = sign(p - 0.5f); v.x = -p_sign * 4.f * p + 1.f + p_sign * 2.f; v.y = p_sign * (1.f - abs(v.x)); // Normalization extends the point on the diamond back to the unit circle return normalize(v); } float3 decode_tangent(float3 normal, float diamond_tangent) { // As in the encode step, find our canonical tangent basis span(t1, t2) float3 t1; if (abs(normal.y) > abs(normal.z)) { t1 = float3(normal.y, -normal.x, 0.f); } else { t1 = float3(normal.z, 0.f, -normal.x); } t1 = normalize(t1); float3 t2 = cross(t1, normal); // Recover the coordinates used with t1 and t2 float2 packed_tangent = decode_diamond(diamond_tangent); return packed_tangent.x * t1 + packed_tangent.y * t2; }

Example of working with _rt_NormalsTangents:
float4 normals_tangets = tex2D(NormalTangentBuffer,uv); float flipSign = normals_tangets.a; float3 worldNormal = Decode(normals_tangets.xy); float3 tangents = decode_tangent(worldNormal, normals_tangets.z); float3 binormals = normalize(cross(worldNormal,tangents))* flipSign; float3x3 TBN = float3x3(tangents, binormals, worldNormal);

Packing WorldPos and Depth
WorldPos and Depth are stored in the render target _rt_WPDepth, where:
  • .RGB1/WorldPos: This means that WorldPos is packed into values <1. To unpack, use float3 worldPos = 1/tex2D(WPDepthBuffer,uv).xyz; in the shader.
  • .A — Depth

NOTE:
The depth buffer does not write translucent objects, so you will most likely render shaders in the PreDrawTranslucentRenderables [wiki.facepunch.com] hook.

Special thanks to:
Meetric [github.com] — WorldPos reconstruction.
notunknowndude— the idea to improve the depth buffer.
puwada — the tip about texture format compatibility and DirectX.
LVutner [github.com] — implementation Velocity Buffer encoding of CryTeck method.
Zaurzo [gist.github.com] — DynamicLight Wrapper.

Links:

Originally posted by devonium:
SHADERS FOR EVERYONE!!!! i have no idea wtf is going on

P.S. Shader examples are not in the addon. Screenshots show what the GShader library allows you to do.
Popular Discussions View All (18)
34
16 Sep @ 8:05pm
Why is there a DMCA notice on this Addon?
CosmicInterloper
11
19 Sep @ 5:29am
can someone send a shader from this addon if there is one?
ModestShoducks
1
30 Nov @ 7:56am
Hands and weapons turning pitch black
VOLTZ3
455 Comments
Adam :D 17 hours ago 
@leonhart48 it did work but it broke my shaders
leonhart48 11 Dec @ 1:17pm 
From what i've seen, the "enable resolvedfullframedepth" option seems to be making MW Base weapons dissapear, disabling this should resolve the issue.
Possiblyshrub 11 Dec @ 5:38am 
My viewmodel dissapear when using MW Base after this update. Bummer
Project-R8 10 Dec @ 6:12pm 
My MW Base weapons disappear from this too...
[SourceBro] 10 Dec @ 12:33pm 
Makes MW Base weapons disappear :(
objir 10 Dec @ 8:13am 
Latest update makes MW weapons c_model invisible.
Baboon13 10 Dec @ 4:54am 
@Evgeny ку, я имею в виду чтобы просто с друзьями поиграть при заходе на сервер у всех были шейдеры как у хоста , я не разбираюсь в модинге :rjumendoka2:
Evgeny Akabenko  [author] 10 Dec @ 4:21am 
@Baboon13 привет. А ты же можешь в клиентских файлах вызывать код на включение шейдера, а так же сделать свои настройки, если ты разрабатываешь главное меню для своего режима
MitsuSoup 5 Dec @ 10:03pm 
doesn't show up for some reason
Jorg 2 Dec @ 12:04am 
does anyone know if the example shaders are available to download on the workshop