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Merge branch 'main' of https://github.com/X0nk/Bliss-Shader
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@ -30,6 +30,7 @@ uniform vec3 sunVec;
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uniform float far;
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uniform float near;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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@ -51,6 +52,7 @@ uniform vec2 texelSize;
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#define TIMEOFDAYFOG
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#include "/lib/volumetricClouds.glsl"
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#include "/lib/bokeh.glsl"
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float blueNoise(){
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@ -259,6 +261,16 @@ void main() {
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vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
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float z = texture2D(depthtex0,tc).x;
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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(radians(float(frameCounter))) * jitter;
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jitter.y *= aspectRatio;
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jitter.x *= DOF_ANAMORPHIC_RATIO;
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jitter.xy *= 0.004 * JITTER_STRENGTH;
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vec3 fragpos_DOF = toScreenSpace(vec3((tc + jitter)/RENDER_SCALE,z));
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#endif
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if (isEyeInWater == 0){
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