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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
FIX stochastic shadows on IRIS. add filter option for SSAO and all SSS types. imrpove fog upsampling (even when DH is being used). ambient light is more consistent across all types of weather. tweak cloud lighting.
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@ -95,11 +95,8 @@ uniform float noPuddleAreas;
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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float interleaved_gradientNoise_temp(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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vec2 coord = vec2(alpha.x * gl_FragCoord.x,alpha.y * gl_FragCoord.y)+ 1.0/1.6180339887 * frameCounter;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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float interleaved_gradientNoise_temporal(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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@ -281,13 +278,15 @@ vec4 texture2D_POMSwitch(
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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varying vec3 pos;
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#ifdef HAND
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/* RENDERTARGETS: 1,7,8,15,2 */
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#else
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/* RENDERTARGETS: 1,7,8,15 */
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#endif
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void main() {
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#endif
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bool ifPOM = false;
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@ -311,6 +310,14 @@ void main() {
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5,0.0));
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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// #ifdef DH_OVERDRAW_PREVENTION
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// // overdraw prevention
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// if(clamp(1.0-length(pos.xyz)/max(far,0.0),0.0,1.0) <= 0.0 ){
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// discard;
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// return;
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// }
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// #endif
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float torchlightmap = lmtexcoord.z;
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#ifdef Hand_Held_lights
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