mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix fog render scaling in end/nether. fix translucents scaling wrong when TAAU is on. fix tall plants tops waving wrong.
This commit is contained in:
@ -26,6 +26,7 @@ uniform ivec2 eyeBrightnessSmooth;
|
||||
#include "/lib/color_transforms.glsl"
|
||||
#include "/lib/color_dither.glsl"
|
||||
#include "/lib/projections.glsl"
|
||||
#include "/lib/res_params.glsl"
|
||||
|
||||
#ifdef END_SHADER
|
||||
#include "/lib/end_fog.glsl"
|
||||
@ -99,7 +100,7 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
|
||||
void main() {
|
||||
/* DRAWBUFFERS:0 */
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)*2.0*texelSize+0.5*texelSize;
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
|
||||
float z = texture2D(depthtex0,tc).x;
|
||||
vec3 fragpos = toScreenSpace(vec3(tc,z));
|
||||
|
||||
|
Reference in New Issue
Block a user