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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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@ -40,7 +40,6 @@ uniform float near;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float screenBrightness;
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uniform float hideGUI;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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@ -234,31 +233,6 @@ void main() {
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waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, (ambientUp*8./150./3.*0.5) , lightCol.rgb*8./150./3.0*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)), dot(normalize(fragpos), normalize(sunVec) ));
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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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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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}
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