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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers
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@ -35,14 +35,8 @@ uniform vec4 Moon_Weather_properties; // R = cloud coverage G = fog density
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uniform int hideGUI;
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uniform int framemod8;
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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#include "/lib/TAA_jitter.glsl"
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uniform mat4 gbufferModelViewInverse;
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uniform mat4 gbufferProjectionInverse;
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@ -140,10 +134,10 @@ void main() {
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#ifdef OLD_BLOOM
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vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 2.0 / 7.0;
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY ).rgb / 2.0 / 7.0;
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float lightScat = clamp((BLOOM_STRENGTH+3) * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0) * vignette;
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#else
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vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 3.0 / bloomWeight();
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY ).rgb / 3.0 / bloomWeight();
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float lightScat = clamp(BLOOM_STRENGTH * 0.5 * pow(exposure.a, 0.2) ,0.0,1.0) * vignette;
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#endif
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