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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
un-kill SSGI and RTAO
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@ -222,9 +222,7 @@ vec3 RT_alternate(vec3 dir, vec3 position, float noise, float stepsizes, bool ha
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float minZ = spos.z;
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float minZ = spos.z;
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float maxZ = spos.z;
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float maxZ = spos.z;
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CURVE = 0.0;
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CURVE = 0.0;
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bool intersected = false;
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for(int i = 0; i < iterations; i++){
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for(int i = 0; i < iterations; i++){
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if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
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if (spos.x < 0.0 || spos.y < 0.0 || spos.z < 0.0 || spos.x > 1.0 || spos.y > 1.0 || spos.z > 1.0) return vec3(1.1);
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@ -241,7 +239,7 @@ vec3 RT_alternate(vec3 dir, vec3 position, float noise, float stepsizes, bool ha
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float biasamount = 0.00005;
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float biasamount = 0.00005;
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minZ = maxZ;
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minZ = maxZ-biasamount / currZ;
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maxZ += stepv.z;
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maxZ += stepv.z;
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spos += stepv;
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spos += stepv;
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@ -301,7 +299,7 @@ vec3 ApplySSRT(
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#endif
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#endif
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#else
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#else
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#ifdef OVERWORLD_SHADER
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#ifdef OVERWORLD_SHADER
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skycontribution = unchangedIndirect;// * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
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skycontribution = unchangedIndirect * (max(rayDir.y,pow(1.0-lightmap,2))*0.95+0.05);
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#endif
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#endif
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#endif
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#endif
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