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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
FIX TAA when distant horizons is on. ADD DH submenus
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@ -2,6 +2,13 @@
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#define ReflectedFog
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#define USE_WEATHER_PARAMS
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#ifdef Daily_Weather
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flat varying vec4 dailyWeatherParams0;
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flat varying vec4 dailyWeatherParams1;
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#endif
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flat varying vec3 averageSkyCol_Clouds;
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flat varying vec3 averageSkyCol;
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@ -42,6 +49,7 @@ uniform vec3 cameraPosition;
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// uniform float far;
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uniform ivec2 eyeBrightnessSmooth;
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vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
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#include "/lib/util.glsl"
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@ -161,11 +169,33 @@ if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragC
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gl_FragData[0] = vec4(1,0,0,1);
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}
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if(accumuteSpeed < 1.0) mixhistory = 1.0;
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#ifdef OVERWORLD_SHADER
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//////////////////////////////////////////////
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/// --- STORE DAILY WEATHER PARAMETERS --- ///
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//////////////////////////////////////////////
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// the idea is to store the 8 values, coverage + density of 3 cloud layers and 2 fog density values.
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#ifdef Daily_Weather
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ivec2 pixelPos = ivec2(0,0);
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if (gl_FragCoord.x > 1 && gl_FragCoord.x < 3 && gl_FragCoord.y > 1 && gl_FragCoord.y < 2){
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mixhistory = 0.01;
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if(gl_FragCoord.x < 2) gl_FragData[0] = dailyWeatherParams0;
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if(gl_FragCoord.x > 2) gl_FragData[0] = dailyWeatherParams1;
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}
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#endif
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///////////////////////////////
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/// --- STORE COLOR LUT --- ///
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///////////////////////////////
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@ -175,6 +205,8 @@ if(accumuteSpeed < 1.0) mixhistory = 1.0;
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// --- the color of the atmosphere + the average color of the atmosphere.
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vec3 skyGroundCol = skyFromTex(vec3(0, -1 ,0), colortex4).rgb;// * clamp(WsunVec.y*2.0,0.2,1.0);
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/// --- Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(averageSkyCol_Clouds * AmbientLightTint,1.0);
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@ -338,6 +370,7 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
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vec3 curr = gl_FragData[0].rgb*150.;
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if(accumuteSpeed < 1.0) mixhistory = 1.0;
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gl_FragData[0].rgb = clamp(mix(temp, curr, mixhistory),0.0,65000.);
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