mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix SSS with colored shadows. FIX VPS not working.
This commit is contained in:
@ -15,7 +15,16 @@ uniform sampler2D colortex6; // Noise
|
||||
uniform sampler2D colortex8; // Noise
|
||||
uniform sampler2D colortex14; // Noise
|
||||
uniform sampler2D colortex15; // Noise
|
||||
|
||||
uniform sampler2D shadow;
|
||||
|
||||
// #ifdef TRANSLUCENT_COLORED_SHADOWS
|
||||
uniform sampler2D shadowcolor0;
|
||||
uniform sampler2D shadowtex0;
|
||||
uniform sampler2D shadowtex1;
|
||||
// #endif
|
||||
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform vec3 sunVec;
|
||||
uniform vec2 texelSize;
|
||||
@ -416,7 +425,7 @@ void main() {
|
||||
|
||||
float weight = 3.0 + (i+noise) *rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution*distortFactor/2.7;
|
||||
// float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
|
||||
float d = texelFetch2D( shadow, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
|
||||
float d = texelFetch2D(shadowtex1, ivec2((projectedShadowPosition.xy+offsetS*rdMul)*shadowMapResolution),0).x;
|
||||
|
||||
|
||||
float b = smoothstep(weight*diffthresh/2.0, weight*diffthresh, projectedShadowPosition.z - d);
|
||||
|
Reference in New Issue
Block a user