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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
improve gtao/rtao/ssgi in all dimensions/lighting situations. improve RP sky support,.
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@ -5,12 +5,14 @@ const float k = 1.8;
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const float d0 = 0.04 + max(64.0 - shadowDistance, 0.0)/64.0 * 0.26;
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const float d1 = 0.61;
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float a = exp(d0);
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float b = (exp(d1)-a)*150./128.0;
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// thank you Espen
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#ifdef DISTANT_HORIZONS_SHADOWMAP
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float b = (exp(d1)-a)*min(dhRenderDistance, shadowDistance)/shadowDistance;
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#else
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float b = (exp(d1)-a)*min(far+16.0*3.5, shadowDistance)/shadowDistance;
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#endif
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// #ifdef DISTANT_HORIZONS_SHADOWMAP
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// float b = (exp(d1)-a)*min(dhRenderDistance, shadowDistance)/shadowDistance;
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// #else
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// float b = (exp(d1)-a)*min(far+16.0*3.5, shadowDistance)/shadowDistance;
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// #endif
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vec4 BiasShadowProjection(in vec4 projectedShadowSpacePosition) {
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