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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
INTERNAL REWORK. testers are needed.
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@ -1,15 +1,29 @@
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uniform float viewWidth;
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uniform float viewHeight;
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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#include "/lib/util.glsl"
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#include "/lib/res_params.glsl"
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varying vec2 texcoord;
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flat varying float tempOffsets;
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uniform sampler2D colortex4;
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uniform int frameCounter;
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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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void main() {
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//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
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vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
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gl_Position = ftransform();
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//*0.51 to avoid errors when sampling outside since clearing is disabled
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26/clampedRes*vec2(1920.0,1080.)*2-1.0;
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texcoord = gl_MultiTexCoord0.xy;
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tempOffsets = HaltonSeq2(frameCounter%10000);
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#ifdef TAA_UPSCALING
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gl_Position.xy = (gl_Position.xy*0.5+0.5)*RENDER_SCALE*2.0-1.0;
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#endif
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}
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