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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-24 17:42:35 +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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@ -19,6 +19,11 @@ uniform int frameCounter;
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 );
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}
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// float R2_dither(){
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// vec2 coord = gl_FragCoord.xy;
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// vec2 alpha = vec2(0.75487765, 0.56984026);
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// return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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// }
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void main() {
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gl_FragData[0] = texture2D(tex,texcoord.xy);
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@ -26,10 +31,10 @@ void main() {
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy, 0).a;
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#endif
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#ifdef Stochastic_Transparent_Shadows
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if(gl_FragData[0].a < blueNoise()) { discard; return;}
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#endif
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#ifdef RENDER_ENTITY_SHADOWS
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#endif
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#ifdef Stochastic_Transparent_Shadows
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gl_FragData[0].a = float(gl_FragData[0].a >= blueNoise());
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#endif
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}
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