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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
hand shaped hole in bloom when TAAU is on
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@ -98,7 +98,8 @@ vec4 BilateralUpscale(sampler2D tex, sampler2D depth,vec2 coord,float frDepth){
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ivec2 posD = ivec2(coord*VL_RENDER_RESOLUTION)*scaling;
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ivec2 posVl = ivec2(coord*VL_RENDER_RESOLUTION);
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float dz = zMults.x;
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ivec2 pos = (ivec2(gl_FragCoord.xy+frameCounter) % 2 )*2;
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ivec2 pos = (ivec2(gl_FragCoord.xy) % 2 )*2;
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//pos = ivec2(1,-1);
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ivec2 tcDepth = posD + ivec2(-2,-2) * scaling + pos * scaling;
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float dsample = ld(texelFetch2D(depth,tcDepth,0).r);
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@ -194,12 +195,12 @@ void main() {
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
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vec4 data_opaque = texture2D(colortex1,texcoord);
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vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 data_opaque = texture2D(colortex1,texcoord);
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// vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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vec2 lightmap = dataUnpacked1.yz;
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// bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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// vec2 lightmap = dataUnpacked1.yz;
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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@ -306,7 +307,7 @@ void main() {
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fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
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color.rgb *= fogfade ;
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bloomyFogMult *= 0.0;
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bloomyFogMult *= 0.3;
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}
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// apply VL fog to the scene
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