mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
improve fog upsampler and filtered effects upsampler. improve metals in specular reflections. fix end and nether not compiling, and fix SSAO making them black. redo water shader. added water caustics strength misc setting. add 2 new post process types "xonk tonemapp" and "full reinhard". create overdraw prevention for DH shadowmap. fix SSS with dh shadowmap. tweak screenspace shadow SSS to be better in the distance. add fog behind glass. move water fog to be done in the fog behind glass pass.
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@ -9,10 +9,14 @@ flat varying vec4 lightCol;
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flat varying vec2 TAA_Offset;
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flat varying vec3 zMults;
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flat varying vec3 zMults_DH;
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uniform sampler2D colortex4;
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// uniform float far;
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uniform float near;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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uniform mat4 gbufferModelViewInverse;
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uniform vec3 sunPosition;
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uniform float rainStrength;
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@ -39,7 +43,8 @@ void main() {
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Flashing = texelFetch2D(colortex4,ivec2(1,1),0).x/150.0;
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zMults = vec3((far * near)*2.0,far+near,far-near);
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zMults = vec3(1.0/(far * near),far+near,far-near);
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zMults_DH = vec3(1.0/(dhFarPlane * dhNearPlane),dhFarPlane+dhNearPlane,dhFarPlane-dhNearPlane);
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lightCol.rgb = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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lightCol.a = float(sunElevation > 1e-5)*2.0 - 1.0;
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@ -50,7 +55,11 @@ void main() {
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// WsunVec = normalize(LightDir);
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TAA_Offset = offsets[framemod8];
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#ifdef TAA
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TAA_Offset = offsets[framemod8];
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#else
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TAA_Offset = vec2(0.0);
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#endif
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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