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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
tweak sky color sampling a little to avoid blowing out on a single little cloud. mac OS test as well
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@ -141,6 +141,7 @@ vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool
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maxZ += stepv.z;
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reflectLength += 1.0 / quality; // for shit
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}
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@ -270,7 +271,7 @@ void MaterialReflections(
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vec3 F = mix_vec3(f0, vec3(1.0), fresnel);
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vec3 rayContrib = F;
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float rayContribLuma = luma(rayContrib);
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float rayContribLuma = dot(rayContrib,vec3(0.333333));
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float VisibilityFactor = rayContribLuma * pow(1.0-roughness,3.0);
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bool hasReflections = Roughness_Threshold == 1.0 ? true : (f0.y * (1.0 - roughness * Roughness_Threshold)) > 0.01;
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@ -297,8 +298,9 @@ void MaterialReflections(
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float LOD = clamp(reflectLength * 6.0, 0.0,6.0);
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if(hand || isEntities) LOD = VisibilityFactor*6;
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// LOD = 0.0;
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if (rtPos.z < 1.) { // Reproject on previous frame
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if (rtPos.z < 1.0) { // Reproject on previous frame
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rtPos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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