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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
small tweaks to bilateral upsample filter
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@ -501,7 +501,7 @@ 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;
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vec2 tc = (gl_FragCoord.xy - 0.5)/VL_RENDER_RESOLUTION*texelSize;
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bool iswater = texture2D(colortex7,tc).a > 0.99;
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@ -510,7 +510,7 @@ void main() {
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float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
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#ifdef DISTANT_HORIZONS
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float DH_z0 = texture2D(dhDepthTex,tc).x;
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float DH_z0 = texelFetch2D(dhDepthTex, ivec2(tc/texelSize),0).x;
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#else
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float DH_z0 = 0.0;
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#endif
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