mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-30 11:42:51 +08:00
merged my changes
- Moved rotate() to bokeh.glsl - Reduced sample array size from 1024 to 64 - Added jitter to particles
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@ -2,6 +2,7 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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/*
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!! DO NOT REMOVE !!
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@ -27,6 +28,12 @@ uniform vec3 sunPosition;
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uniform float sunElevation;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform vec2 texelSize;
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uniform int framemod8;
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@ -72,4 +79,15 @@ void main() {
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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#ifdef DOF_JITTER
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vec2 jitter = clamp(jitter_offsets[frameCounter % 64], -1.0, 1.0);
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jitter = rotate(frameCounter) * jitter;
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jitter.y *= aspectRatio;
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jitter.x *= DOF_ANAMORPHIC_RATIO;
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float focus = DOF_JITTER_FOCUS;
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float distanceToFocus = gl_Position.z - focus;
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gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2;
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#endif
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}
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