mirror of
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
This commit is contained in:
@ -351,6 +351,8 @@ float encodeVec2(vec2 a){
|
||||
|
||||
|
||||
|
||||
// uniform int framemod8;
|
||||
// #include "/lib/TAA_jitter.glsl"
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
@ -369,7 +371,7 @@ void main() {
|
||||
float noise_1 = max(1.0 - R2_dither(),0.0015);
|
||||
float noise_2 = blueNoise();
|
||||
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize+0.5*texelSize;
|
||||
vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
|
||||
|
||||
bool iswater = texture2D(colortex7,tc).a > 0.99;
|
||||
|
||||
@ -381,7 +383,7 @@ void main() {
|
||||
float DH_z0 = 0.0;
|
||||
#endif
|
||||
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE, z0, DH_z0);
|
||||
vec3 viewPos0 = toScreenSpace_DH(tc/RENDER_SCALE , z0, DH_z0);
|
||||
vec3 playerPos_normalized = normalize(mat3(gbufferModelViewInverse) * viewPos0 + gbufferModelViewInverse[3].xyz);
|
||||
|
||||
|
||||
@ -418,7 +420,6 @@ void main() {
|
||||
#endif
|
||||
|
||||
#if defined OVERWORLD_SHADER && defined CLOUDS_INTERSECT_TERRAIN
|
||||
|
||||
VolumetricFog = vec4(VolumetricClouds.rgb * VolumetricFog.a + VolumetricFog.rgb, VolumetricFog.a);
|
||||
#endif
|
||||
|
||||
|
Reference in New Issue
Block a user