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https://github.com/X0nk/Bliss-Shader.git
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fix VL_RENDER_RESOLUTION not working correct. add back OLD_LIGHTLEAK_FIX setting.
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@ -799,7 +799,10 @@ void main() {
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Shadows = lightmapAsShadows;
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Shadows = lightmapAsShadows;
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}
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}
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// if(!inShadowmapBounds) Shadows = 1.0;
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#ifdef OLD_LIGHTLEAK_FIX
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if (isEyeInWater == 0) Shadows *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
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#endif
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@ -842,6 +845,7 @@ void main() {
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}
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}
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if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
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if (isEyeInWater == 0) Direct_SSS *= clamp(pow(eyeBrightnessSmooth.y/240. + lightmap.y,2.0) ,0.0,1.0); // light leak fix
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if (!inShadowmapBounds) Direct_SSS *= lightmapAsShadows;
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if (!inShadowmapBounds) Direct_SSS *= lightmapAsShadows;
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#endif
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#endif
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@ -223,6 +223,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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void main() {
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void main() {
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/* DRAWBUFFERS:0 */
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/* DRAWBUFFERS:0 */
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// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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float z = texture2D(depthtex0,tc).x;
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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@ -1,5 +1,6 @@
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#include "/lib/settings.glsl"
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#include "/lib/settings.glsl"
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#include "/lib/util.glsl"
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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flat varying vec4 lightCol;
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flat varying vec4 lightCol;
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flat varying vec3 averageSkyCol;
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flat varying vec3 averageSkyCol;
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@ -29,7 +30,8 @@ uniform int frameCounter;
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void main() {
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void main() {
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gl_Position = ftransform();
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gl_Position = ftransform();
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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// gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*(0.01+VL_RENDER_RESOLUTION)*2.0-1.0;
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tempOffsets = HaltonSeq2(frameCounter%10000);
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tempOffsets = HaltonSeq2(frameCounter%10000);
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