mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +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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@ -6,6 +6,7 @@ uniform sampler2D colortex7;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform sampler2D shadow;
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uniform sampler2D shadowcolor0;
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uniform sampler2D shadowcolor1;
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uniform sampler2D shadowtex0;
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@ -121,6 +122,20 @@ void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){
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}
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#endif
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//float3 crosstalk_and_saturation(float3 color){
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//
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// float crosstalk = 0.0;
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// float saturation = 0.0
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//
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// float luminance = dot(COLOR, vec3(0.21, 0.72, 0.07));
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//
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// float3 difference = color - luminance;
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//
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// color = color + difference*(-luminance*crosstalk + saturation);
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//
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// return color;
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//}
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uniform int hideGUI;
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void main() {
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#ifdef BICUBIC_UPSCALING
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@ -165,7 +180,6 @@ void main() {
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gl_FragColor.rgb = FINAL_COLOR;
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// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
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// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
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// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0)).rgb * vec3(1.0);
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}
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