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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add end portal effect. fix TAAU scaling problem with reprojected volumetrics
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@ -384,9 +384,11 @@ vec3 invTonemap(vec3 col){
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}
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vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize/2.0;
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// vec2 texcoord = ((gl_FragCoord.xy)*2.0 + 0.5)*texelSize/2.0 ;
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec2 VLtexCoord = texcoord * VL_RENDER_RESOLUTION;
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// vec3 closestToCamera = closestToCamera5taps(texcoord, depthtex0);
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// vec3 viewPos_5tap = toScreenSpace(closestToCamera);
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@ -396,7 +398,7 @@ vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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vec3 previousPosition = mat3(gbufferPreviousModelView) * playerPos + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev(previousPosition);
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vec2 velocity = previousPosition.xy - texcoord/RENDER_SCALE;
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vec2 velocity = previousPosition.xy - texcoord;
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previousPosition.xy = texcoord + velocity;
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vec4 currentFrame = texture2D(colortex0, VLtexCoord);
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@ -415,7 +417,7 @@ vec4 VLTemporalFiltering(vec3 viewPos, bool depthCheck, out float DEBUG){
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vec4 colMax = max(currentFrame,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8))))))));
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vec4 colMin = min(currentFrame,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8))))))));
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vec4 frameHistory = texture2D(colortex10, previousPosition.xy);
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vec4 frameHistory = texture2D(colortex10, previousPosition.xy*RENDER_SCALE);
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vec4 clampedFrameHistory = clamp(frameHistory, colMin, colMax);
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float blendingFactor = 0.1;
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