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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
undo that last tweak
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@ -319,7 +319,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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float edgeSum = 0.0;
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float edgeSum = 0.0;
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float threshold = 0.005;
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float threshold = 0.005;
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vec2 UV = gl_FragCoord.xy + 1 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2;
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vec2 UV = gl_FragCoord.xy + 2 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2;
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const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION);
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const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION);
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ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE;
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ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE;
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ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
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ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
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@ -354,9 +354,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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}
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}
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vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
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vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
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// workaround texture filter putting a small offset on the tex
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vec2 offsetTexcoord = gl_FragCoord.xy*texelSize;
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float cursedOffset = (VL_RENDER_RESOLUTION < 0.3 ? 2.0 : VL_RENDER_RESOLUTION < 0.6 ? 1.0 : 0.0);
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vec2 offsetTexcoord = (gl_FragCoord.xy + cursedOffset)*texelSize;
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vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
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vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
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// get previous frames position stuff for UV
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// get previous frames position stuff for UV
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