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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
encode normal and albedo for translucents
also a clean up the translucent gbuffer program a bit
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@ -20,15 +20,19 @@ const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6-
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const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
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const int colortex11Format = RGBA16; //Final output, transparencies id (gbuffer->composite4)
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const int colortex13Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex9Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex10Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex13Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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// const int colortex15Format = RGBA16F; // flat normals and vanilla
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*/
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//no need to clear the buffers, saves a few fps
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/*
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const bool colortex0Clear = false;
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