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https://github.com/X0nk/Bliss-Shader.git
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Merge branch 'main' of https://github.com/X0nk/Bliss-Shader
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@ -43,6 +43,7 @@ uniform sampler2DShadow shadow;
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varying vec4 normalMat;
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uniform int heldBlockLightValue;
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uniform int frameCounter;
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uniform float screenBrightness;
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uniform int isEyeInWater;
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uniform float far;
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uniform float near;
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@ -59,6 +60,7 @@ uniform mat4 shadowProjection;
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uniform mat4 gbufferModelView;
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// uniform float viewWidth;
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// uniform float viewHeight;
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uniform int hideGUI;
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uniform float aspectRatio;
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uniform vec2 texelSize;
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uniform vec3 cameraPosition;
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@ -1186,5 +1188,30 @@ void main() {
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if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
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}
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#ifdef DOF_JITTER
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vec3 laserColor;
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#if FOCUS_LASER_COLOR == 0 // Red
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laserColor = vec3(25, 0, 0);
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#elif FOCUS_LASER_COLOR == 1 // Green
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laserColor = vec3(0, 25, 0);
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#elif FOCUS_LASER_COLOR == 2 // Blue
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laserColor = vec3(0, 0, 25);
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#elif FOCUS_LASER_COLOR == 3 // Pink
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laserColor = vec3(25, 10, 15);
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#elif FOCUS_LASER_COLOR == 4 // Yellow
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laserColor = vec3(25, 25, 0);
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#elif FOCUS_LASER_COLOR == 5 // White
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laserColor = vec3(25);
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#endif
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#if DOF_JITTER_FOCUS < 0
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float focusDist = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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#else
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float focusDist = DOF_JITTER_FOCUS;
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#endif
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if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focusDist-abs(fragpos.z)) ,0,1),25) ;
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#endif
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/* DRAWBUFFERS:3 */
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}
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