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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +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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@ -107,7 +107,7 @@ void main() {
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#if DOF_QUALITY >= 0
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/*--------------------------------*/
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float z = ld(texture2D(depthtex0, texcoord.st*RENDER_SCALE).r)*far;
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float z = ld(texture2D(depthtex1, texcoord.st*RENDER_SCALE).r)*far;
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#if MANUAL_FOCUS == -2
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float focus = rodExposureDepth.y*far;
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#elif MANUAL_FOCUS == -1
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@ -120,10 +120,10 @@ void main() {
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#ifdef FAR_BLUR_ONLY
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pcoc *= float(z > focus);
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#endif
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float noise = blueNoise()*6.28318530718;
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mat2 noiseM = mat2( cos( noise ), -sin( noise ),
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sin( noise ), cos( noise )
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);
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// float noise = blueNoise()*6.28318530718;
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// mat2 noiseM = mat2( cos( noise ), -sin( noise ),
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// sin( noise ), cos( noise )
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// );
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vec3 bcolor = vec3(0.);
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float nb = 0.0;
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vec2 bcoord = vec2(0.0);
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