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Warzone Reforged FX

A drop-in graphics mod for Warzone 2100 4.7.0 that rewrites the game's Vulkan shaders for a modern, cinematic look — filmic tonemapping, bloom, physically-based specular, god rays, a lens flare, enhanced water and sky, and more.

It ships as a standard --mod archive and does not modify any core game file (base.wz stays untouched): the engine simply overlays the mod's shaders on top.

before/after


Features

Present pass (world_to_screen)

  • AgX filmic tonemapping (exposure 1.1) — natural, filmic highlight roll-off
  • Multi-scale bloom — soft-knee bright pass + 3-octave jittered spiral (tight core, wide soft halo)
  • CAS sharpening (AMD FidelityFX, sharpen-only)
  • Color grade — saturation/contrast + split-toning (cool shadows, warm highlights)
  • God rays — radial light scattering from the sun
  • Lens flare — sun glow, anamorphic streak and tinted ghosts, masked by the real scene brightness at the sun position so it never draws over terrain or at night
  • Vignette + dithering (anti-banding)

Scene lighting

  • GGX / Cook-Torrance specular on units, terrain and water (replaces the legacy Gaussian/Blinn-Phong lobes) with Fresnel grazing highlights
  • Subtle rim light on units for silhouette readability
  • Enhanced water — GGX sun glitter + fine high-frequency ripple detail on top of the existing scrolling normal maps
  • Point-light boost (weapons/explosions) and atmospheric haze (aerial perspective)

Sky

  • Enhanced skybox — contrast, saturation, cool atmospheric tint, brighter stars
  • Procedural clouds — dome-locked fbm clouds whose brightness follows the sky

Requirements

  • Warzone 2100 4.7.0
  • Vulkan graphics backend (Options → Graphics → Backend → Vulkan). This mod overrides the Vulkan (shaders/vk) shaders only — the OpenGL backend is not covered.
  • Any modern GPU (the SPIR-V is vendor-neutral).

Installation

  1. Download WarzoneReforgedFX.wz from the Releases page.

  2. Copy it into your version-specific global mods folder:

    %APPDATA%\Warzone 2100 Project\Warzone 2100\mods\4.7.0\global\
    

    (macOS: ~/Library/Application Support/Warzone 2100/mods/4.7.0/global/, Linux: ~/.local/share/warzone2100/mods/4.7.0/global/)

  3. Launch with the mod enabled:

    warzone2100.exe --mod=WarzoneReforgedFX.wz
    

    On Windows a simple launcher .cmd next to the game exe works well:

    @echo off
    start "" "%~dp0bin\warzone2100.exe" --mod=WarzoneReforgedFX.wz

Combining with an HD-model mod (e.g. Art Revolution) — pass both, and you get the sharper GGX highlights on the HD models' specular maps:

warzone2100.exe --mod=ARmod_4.0.1.wz --mod=WarzoneReforgedFX.wz

To turn the mod off, just launch the game normally (without --mod).


Multiplayer note

This mod changes only rendering — no units, stats, research or game rules are touched, so it cannot cause desyncs or give any advantage. However, Warzone still marks any loaded mod as "modded" (version/hash), so for ranked/clean multiplayer, launch without the mod. It is intended for campaign and skirmish.


Building from source

The compiled SPIR-V is reproducible from the GLSL in shaders/src/.

# needs glslangValidator (Vulkan SDK, or the standalone glslang release)
.\build\build.ps1                 # compile GLSL -> dist\spv\*.spv
.\build\pack.ps1                  # assemble dist\WarzoneReforgedFX.wz

All effect parameters are compile-time #defines / consts — see the top of each shader and the flag list in build\build.ps1. Tweak, rebuild, repack.


How it works

Warzone's Vulkan renderer loads precompiled shaders/vk/*.frag.spv from base.wz. Because mods are overlaid on the engine's virtual filesystem, an archive that provides the same paths replaces those shaders at load time — no engine rebuild, no patched base.wz. The mod modifies five fragment shaders: the final present pass, the unit (tcmask_instanced), terrain (terrain_combined_high), water (terrain_water_high) and skybox shaders. Uniform/descriptor layouts are kept identical to the stock 4.7.0 shaders, so it's a straight drop-in.

Effects that need engine-side support (SSAO, depth of field, motion blur, real screen-space reflections, TAA, auto-exposure) are intentionally not here — they require additional render targets / buffers that a shader-only mod cannot add.


Compatibility & limitations

  • Pinned to 4.7.0 — a future WZ release may change the shader interface and require a rebuild.
  • Vulkan only (see Requirements).
  • Procedural clouds are static (the skybox pass has no time uniform) and tuned conservatively; they can be disabled by rebuilding the skybox without -DSKY_CLOUDS.

License & credits

Licensed under the GNU General Public License v2.0 or later (GPL-2.0-or-later), matching Warzone 2100 itself — the shaders are derivative works of the WZ2100 GPL shaders. See LICENSE.

About

Cinematic Vulkan shader mod for Warzone 2100 4.7.0 - AgX tonemapping, bloom, GGX specular, god rays, lens flare, enhanced water & sky. Drop-in --mod, no base.wz changes.

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