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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix compile error when floodfill gets enabled. fix compile error when TAA is turned off. fix compile error when aerochrome is turned on. re-added "render clouds as fog" setting. fix DOF using wrong depth buffer for CoC. fix cave fog when DH is enabled. fix block breaking effect not having alpha discard. changed "clouds intersect terrain" setting to work better on edges, but work worse everywhere else.
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@ -252,12 +252,12 @@ float ld(float dist) {
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return (2.0 * near) / (far + near - dist * (far - near));
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}
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vec3 texture2D_POMSwitch(
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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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vec2 lightmapCoord,
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vec4 dcdxdcdy
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){
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw).rgb;
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return texture2DGradARB(sampler, lightmapCoord, dcdxdcdy.xy, dcdxdcdy.zw);
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -332,12 +332,14 @@ void main() {
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}
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}
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vec3 Albedo = toLinear(texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy)));
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy));
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#else
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vec3 Albedo = toLinear(texture2D(texture, adjustedTexCoord.xy).rgb);
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vec4 Albedo = texture2D(texture, adjustedTexCoord.xy);
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#endif
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if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0) { discard; return; }
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Albedo.rgb = toLinear(Albedo.rgb);
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if(dot(Albedo.rgb, vec3(0.33333)) < 1.0/255.0 || Albedo.a < 0.01 ) { discard; return; }
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gl_FragData[0] = vec4(encodeVec2(vec2(0.5)), encodeVec2(Albedo.rg), encodeVec2(vec2(Albedo.b,0.02)), 1.0);
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#endif
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