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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
add flashlight effects. add TAA jitter toggle for DH LOD, force responsive TAA jitter on DH. add adjustable health thresholds for damage effects..
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@ -47,13 +47,12 @@ uniform sampler2D colortex4;
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uniform sampler3D texLpv2;
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#endif
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uniform mat4 gbufferProjectionInverse;
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferModelView;
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uniform mat4 shadowModelView;
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uniform mat4 shadowProjection;
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uniform vec3 cameraPosition;
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// uniform mat4 gbufferProjectionInverse;
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// uniform mat4 gbufferModelViewInverse;
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// uniform mat4 gbufferModelView;
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// uniform mat4 shadowModelView;
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// uniform mat4 shadowProjection;
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// uniform vec3 cameraPosition;
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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@ -68,6 +67,8 @@ uniform float waterEnteredAltitude;
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flat varying float HELD_ITEM_BRIGHTNESS;
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uniform mat4 gbufferPreviousModelView;
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uniform vec3 previousCameraPosition;
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#include "/lib/util.glsl"
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@ -96,6 +97,7 @@ flat varying float HELD_ITEM_BRIGHTNESS;
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#include "/lib/lpv_render.glsl"
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#endif
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#include "/lib/projections.glsl"
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#include "/lib/diffuse_lighting.glsl"
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#include "/lib/sky_gradient.glsl"
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@ -105,12 +107,12 @@ vec3 toLinear(vec3 sRGB){
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// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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vec3 toScreenSpace(vec3 p) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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vec3 p3 = p * 2. - 1.;
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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// vec3 toScreenSpace(vec3 p) {
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// vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
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// vec3 p3 = p * 2. - 1.;
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// vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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// return fragposition.xyz / fragposition.w;
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// }
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uniform int framemod8;
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@ -284,6 +286,7 @@ void main() {
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vec2 adjustedTexCoord = lmtexcoord.xy;
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#ifdef POM
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vec3 fragpos = toScreenSpace(gl_FragCoord.xyz*vec3(texelSize/RENDER_SCALE,1.0)-vec3(0.0));
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vec3 worldpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz + cameraPosition;
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vec3 normal = normalMat.xyz;
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