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https://github.com/X0nk/Bliss-Shader.git
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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.
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28
shaders/lib/lpv_blocks.glsl
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28
shaders/lib/lpv_blocks.glsl
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@ -0,0 +1,28 @@
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struct LpvBlockData { // 12 x2000 =?
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uint MaskWeight; // 4
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uint ColorRange; // 4
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uint Tint; // 4
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};
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#ifdef RENDER_SETUP
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layout(binding = 0) writeonly buffer lpvBlockData
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#else
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layout(binding = 0) readonly buffer lpvBlockData
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#endif
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{
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LpvBlockData LpvBlockMap[];
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};
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uint BuildBlockLpvData(uint mixMask, float mixWeight) {
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uint data = uint(saturate(mixWeight) * 255.0);
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data = data | (mixMask << 8);
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return data;
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}
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void ParseBlockLpvData(const in uint data, out uint mixMask, out float mixWeight) {
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mixWeight = (data & 0xFF) / 255.0;
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mixMask = (data >> 8) & 0xFF;
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}
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