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synced 2025-06-23 09:02:43 +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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@ -151,6 +151,7 @@ float invLinZ (float lindepth){
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uniform sampler2D colortex4;
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#include "/lib/end_fog.glsl"
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#endif
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vec3 rodSample(vec2 Xi)
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{
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float r = sqrt(1.0f - Xi.x*Xi.y);
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@ -379,7 +380,6 @@ 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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//Exposure values
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if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(exposure, avgBrightness, avgL2,1.0);
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