mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
LOTS of fixes, changes, improvements. changes made is bloated because of a skill issue.
FIXED AND IMPROVED translucent rendering. FIXED random stuff from rendering over the hand. FIXED hand shading. FIXED blue horses. FIXED translucent lighting on the hand. FIXED translucent lighting on entities. IMPROVED colored shadows. IMPROVED SSAO application to the scene. IMPROVED subsurface scattering and give it more settings. IMPROVED bloom. ADD AgX tonemap and make it default.
This commit is contained in:
@ -1,3 +1,5 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
uniform sampler2D colortex3;
|
||||
uniform sampler2D colortex6;
|
||||
|
||||
@ -79,24 +81,33 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv)
|
||||
void main() {
|
||||
/* DRAWBUFFERS:3 */
|
||||
vec2 resScale = vec2(1920.,1080.)/max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
|
||||
vec2 texcoord = ((gl_FragCoord.xy)*2.+0.5)*texelSize;
|
||||
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.0).rgb; //1/4 res
|
||||
vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize;
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
|
||||
#ifdef OLD_BLOOM
|
||||
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb; //1/4 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb; //1/64 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb; //1/128 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb; //1/256 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb; //1/16 res
|
||||
gl_FragData[0].rgb = bloom * 2.0;
|
||||
#else
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
|
||||
float weights[7] = float[]( 1.0, 1.0/2.0, 1.0/3.0, 1.0/5.5, 1.0/8.0, 1.0/10.0, 1.0/12.0 );
|
||||
// float weights[7] = float[]( 0.7, pow(0.5,2), pow(0.5,3), pow(0.5,4), pow(0.5,5), pow(0.5,6), pow(0.5,7) );
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb*1.0; //1/64 res
|
||||
vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.).rgb * weights[0]; //1/4 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb * weights[1]; //1/8 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelSize.x,.0)).rgb * weights[2]; //1/16 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb * weights[3]; //1/32 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb * weights[4]; //1/64 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb * weights[5]; //1/128 res
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb * weights[6]; //1/256 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb*1.0; //1/128 res
|
||||
|
||||
bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb*1.0; //1/256 res
|
||||
|
||||
//bloom = texture2D_bicubic(colortex6,texcoord).rgb*6.; //1/8 res
|
||||
|
||||
gl_FragData[0].rgb = bloom*2.;
|
||||
gl_FragData[0].rgb = bloom * 3.0;
|
||||
#endif
|
||||
|
||||
gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.);
|
||||
}
|
||||
|
Reference in New Issue
Block a user