mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-23 01:02:33 +08:00
improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers
This commit is contained in:
@ -45,14 +45,7 @@ uniform int heldItemId;
|
||||
uniform int heldItemId2;
|
||||
flat varying float HELD_ITEM_BRIGHTNESS;
|
||||
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
#include "/lib/TAA_jitter.glsl"
|
||||
|
||||
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
|
||||
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
|
||||
|
Reference in New Issue
Block a user