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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
do bilateral upsample on volumetrics to fix pixel gaps around geometry edges. quickly add lava cauldron a lightsource
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@ -501,13 +501,11 @@ void main() {
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vec2 BN = fract(r2_sequence + bnoise);
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// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
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vec2 tc = gl_FragCoord.xy/VL_RENDER_RESOLUTION*texelSize;// + texelSize*0.5;
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vec2 tc = (gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize;
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bool iswater = texture2D(colortex7,tc).a > 0.99;
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vec2 jitter = TAA_Offset/VL_RENDER_RESOLUTION*texelSize*0.5;
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float depth = texture2D(depthtex0, tc + jitter).x;
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float depth = texelFetch2D(depthtex0, ivec2(tc/texelSize),0).x;
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float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
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@ -573,6 +571,7 @@ void main() {
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}
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// VolumetricFog = raymarchTest2(viewPos0, BN.x);
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// VolumetricFog = raymarchTest(viewPos0, BN);
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