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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
allow SSAO to interact with the hand
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@ -214,6 +214,13 @@ void convertHandDepth(inout float depth) {
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depth = ndcDepth * 0.5 + 0.5;
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}
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float convertHandDepth_2(in float depth, bool hand) {
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if(!hand) return depth;
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float ndcDepth = depth * 2.0 - 1.0;
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ndcDepth /= MC_HAND_DEPTH;
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return ndcDepth * 0.5 + 0.5;
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}
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vec2 SSAO(
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vec3 viewPos, vec3 normal, bool hand, bool leaves, float noise
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){
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@ -225,7 +232,7 @@ vec2 SSAO(
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float dist = 1.0 + clamp(viewPos.z*viewPos.z/50.0,0,5); // shrink sample size as distance increases
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float mulfov2 = gbufferProjection[1][1]/(3 * dist);
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float maxR2 = viewPos.z*viewPos.z*mulfov2*2.*5/50.0;
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float maxR2 = viewPos.z*viewPos.z*mulfov2*2.0 * 5.0 / mix(4.0, 50.0, clamp(viewPos.z*viewPos.z - 0.1,0,1));
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#ifdef Ambient_SSS
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float maxR2_2 = viewPos.z*viewPos.z*mulfov2*2.*2./50.0;
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@ -234,7 +241,7 @@ vec2 SSAO(
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if(leaves) maxR2_2 = mix(10, maxR2_2, dist3);
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#endif
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vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
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vec2 acc = -(TAA_Offset*(texelSize/2.0))*RENDER_SCALE ;
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int n = 0;
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@ -251,7 +258,8 @@ vec2 SSAO(
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float dhdepth = 0.0;
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#endif
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vec3 t0 = toScreenSpace_DH((offset*texelSize+acc+0.5*texelSize) * (1.0/RENDER_SCALE), texelFetch2D(depthtex1, offset,0).x, dhdepth);
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vec3 t0 = toScreenSpace_DH((offset*texelSize+acc+0.5*texelSize) * (1.0/RENDER_SCALE), convertHandDepth_2(texelFetch2D(depthtex1, offset,0).x, hand), dhdepth);
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vec3 vec = (t0.xyz - viewPos);
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float dsquared = dot(vec, vec);
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@ -1264,18 +1264,21 @@ void main() {
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// GTAO
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#if indirect_effect == 2
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Indirect_lighting = AmbientLightColor/2.5;
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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if(!hand){
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Indirect_lighting = AmbientLightColor/2.5;
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AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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}
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Indirect_lighting *= AO;
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#endif
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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Indirect_lighting = AmbientLightColor;
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if (!hand) ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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if(!hand){
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Indirect_lighting = AmbientLightColor;
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ApplySSRT(Indirect_lighting, viewPos, normal, vec3(bnoise, noise_2), lightmap.xy, AmbientLightColor*2.5, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass, hand);
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}
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#endif
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#if defined END_SHADER
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