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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
tweak sampling for SSAO, shadow filters.
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@ -42,7 +42,7 @@ vec3 HableTonemap(vec3 linearColor) {
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// A = shoulder strength
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const float A = 0.45;
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// B = linear strength
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const float B = 0.28;
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const float B = 0.5;
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// C = linear angle
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const float C = 0.1;
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// D = toe strength
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@ -53,7 +53,7 @@ vec2 SSAO(
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int n = 0;
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for (int i = 0; i < samples; i++) {
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vec2 sp = tapLocation_alternate(i, samples, 20, samplePos) * 0.2;
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vec2 sp = tapLocation_alternate(i, 7, 9, samplePos) * 0.2;
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float rd = mulfov2 ;
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