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GTA IV Shaders v1.0.0

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@robi29 robi29 released this 29 Jun 18:44
· 44 commits to main since this release
  • This is the first release, all fixes are described below:

  • deferred_lighting

    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Restored volumetric light shafts (thanks to Vaani)
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • gta_cubemap_reflect

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_cutout_fence

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_amb_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_dirt

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_glue

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_normal_only

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_decal_normal_only

    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_diffuse_instance

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_emissivestrong

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
    • Corrected depth bias
  • gta_glass

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_glass_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_hair_sorted_alpha

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_hair_sorted_alpha_exp

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_im

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_normal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect_alpha

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_cubemap_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_emissive

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_normal_spec_reflect_emissivenight

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax_specmap

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_parallax_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped

    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_ped_reflect

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped_skin

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_ped_skin_blendshape

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_projtex

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_projtex_steep

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_rmptfx_mesh

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_reflect

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_spec_reflect_decal

    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_terrain_va_2lyr

    • Increased amount of lighting at very acute angles
  • gta_terrain_va_3lyr

    • Increased amount of lighting at very acute angles
  • gta_terrain_va_4lyr

    • Increased amount of lighting at very acute angles
  • gta_vehicle_badges

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_basic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_chrome

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_disc

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_generic

    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_interior

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_interior2

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_lightsemissive

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_mesh

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_paint1

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_vehicle_paint2

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_vehicle_paint3

    • Fixed normal maps
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • gta_vehicle_rims1

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_rims2

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_rubber

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_shuts

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_tire

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_vehicle_vehglass

    • Slightly increased shadows draw distance
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_wire

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • gta_wire

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased shadows sharpness
    • Increased amount of lighting at very acute angles
  • mirror

    • Fixed distorted mirrors projection when camera is too close to mirror
  • rage_default

    • Slightly increased shadows draw distance
    • Reflection draw distance increased
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
  • rage_postfx

    • Ported changes from VisualIV
    • Remade bloom shader with proper resolution scaling
  • shadowZ

    • Fixed dynamic shadows casted by static objects
  • shadowZDir

    • Fixed dynamic shadows casted by static objects
  • water

    • Fixed shadow offset on water surface
    • Slightly increased shadows draw distance
    • Increased amount of lighting at very acute angles
    • Increased shadows sharpness
    • Corrected water transparency and texture tiling
    • Fixed disconnected directional shadows (thanks to Parallellines)
    • Improved directional shadows filtering (thanks to RaphaelK12)
  • waterTex

    • Ported changes from VisualIV