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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-30 11:42:51 +08:00
fixed focus laser, improved F1 TAA behaviour
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@ -65,6 +65,7 @@ uniform mat4 shadowProjection;
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uniform mat4 gbufferModelView;
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// uniform float viewWidth;
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// uniform float viewHeight;
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uniform int hideGUI;
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uniform float aspectRatio;
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uniform vec2 texelSize;
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uniform vec3 cameraPosition;
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@ -1176,6 +1177,31 @@ void main() {
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// gl_FragData[0].rgb = vec3(1.0);
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// if(z < 1) gl_FragData[0].rgb = Custom_GGX(normal, -np3, WsunVec, SpecularTex.r, SpecularTex.g) * vec3(1.0);
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#ifdef DOF_JITTER
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vec3 laserColor;
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#if FOCUS_LASER_COLOR == 0 // Red
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laserColor = vec3(25, 0, 0);
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#elif FOCUS_LASER_COLOR == 1 // Green
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laserColor = vec3(0, 25, 0);
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#elif FOCUS_LASER_COLOR == 2 // Blue
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laserColor = vec3(0, 0, 25);
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#elif FOCUS_LASER_COLOR == 3 // Pink
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laserColor = vec3(25, 10, 15);
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#elif FOCUS_LASER_COLOR == 4 // Yellow
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laserColor = vec3(25, 25, 0);
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#elif FOCUS_LASER_COLOR == 5 // White
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laserColor = vec3(25);
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#endif
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#if DOF_JITTER_FOCUS < 0
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float focusDist = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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#else
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float focusDist = DOF_JITTER_FOCUS;
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#endif
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if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focusDist-abs(fragpos.z)) ,0,1),25) ;
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#endif
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/* DRAWBUFFERS:3 */
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}
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