hand shaped hole in bloom when TAAU is on

This commit is contained in:
Xonk
2023-11-12 16:33:31 -05:00
parent 23c8c49b70
commit 634be75b20
7 changed files with 29 additions and 34 deletions

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@ -2,8 +2,6 @@
#undef TAA_UPSCALING
#endif
#ifdef TAA_UPSCALING
#define SCALE_FACTOR 0.75 // render resolution multiplier. below 0.5 not recommended [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95]

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@ -209,6 +209,7 @@ void DoSpecularReflections(
vec3 L = Basis * Ln;
float Fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0); // Schlick's approximation
float RayContribution = lerp(F0, 1.0, Fresnel); // ensure that when the angle is 0 that the correct F0 is used.
#ifdef Rough_reflections

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@ -1,7 +1,5 @@
float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { // water waves
vec2 movement = vec2(frameTimeCounter*0.05);
vec2 movement = vec2(frameTimeCounter*0.05);// *0;
vec2 pos = posxz ;
float caustic = 1.0;
float weightSum = 0.0;