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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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@ -2,8 +2,6 @@
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#undef TAA_UPSCALING
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#endif
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#ifdef TAA_UPSCALING
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#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(
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vec3 L = Basis * Ln;
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float Fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0); // Schlick's approximation
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float RayContribution = lerp(F0, 1.0, Fresnel); // ensure that when the angle is 0 that the correct F0 is used.
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#ifdef Rough_reflections
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@ -1,7 +1,5 @@
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float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { // water waves
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vec2 movement = vec2(frameTimeCounter*0.05);
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vec2 movement = vec2(frameTimeCounter*0.05);// *0;
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vec2 pos = posxz ;
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float caustic = 1.0;
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float weightSum = 0.0;
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