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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
tweak purkinje to only exist if exposure is high,
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@ -107,20 +107,24 @@ void main() {
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje*0.3)*(1.0+rainStrength),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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// float purkinje = clamp(rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength,0,1);
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float purkinje = clamp(exposure.a*exposure.a,0.0,1.0);
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VL_abs = clamp((1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0+rainStrength) * (1.0-purkinje*0.3),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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float lum2 = dot(col,vec3(0.85,0.7,0.45))/2;
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float rodLum = lum2*400.;
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float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
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col = mix(lum*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
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float lum = dot(col, vec3(0.15,0.3,0.55));
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float lum2 = dot(col, vec3(0.85,0.7,0.45));
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float rodLum = lum2*200.0;
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float rodCurve = clamp(mix(1.0, rodLum/(2.5+rodLum), purkinje),0.0,1.0);
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col = mix(lum * vec3(Purkinje_R, Purkinje_G, Purkinje_B) * Purkinje_Multiplier, col, rodCurve);
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// if(texcoord.x > 0.75)col = vec3(1) * ;
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#ifndef USE_ACES_COLORSPACE_APPROXIMATION
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col = LinearTosRGB(TONEMAP(col));
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