mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues
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@ -403,10 +403,6 @@ vec4 TAA_hq(bool hand){
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float isclamped = distance(albedoPrev,finalcAcc)/luma(albedoPrev) * 0.5;
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float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
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// float depthDiff = texture2D(colortex14, previousPosition.xy).a;
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// movementRejection = mix( 0.0, 1.0, depthDiff);
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if(hand) movementRejection *= 5.0;
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//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
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@ -442,13 +438,16 @@ void main() {
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gl_FragData[0].a = 1.0;
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#ifdef TAA
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float dataUnpacked = decodeVec2(texture2D(colortex1,texcoord).w).y;
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bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,texcoord).x < 1.0;
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vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
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float dataUnpacked = decodeVec2(texture2D(colortex1,taauTC).w).y;
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bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,taauTC).x < 1.0;
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vec4 color = TAA_hq(hand);
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#if DEBUG_VIEW == debug_TEMPORAL_REPROJECTION
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color.rgb = texture2D(colortex3, texcoord).rgb;
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color.rgb = texture2D(colortex3, taauTC).rgb;
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#endif
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#ifdef SCREENSHOT_MODE
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@ -457,7 +456,7 @@ void main() {
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gl_FragData[0] = clamp(fp10Dither(color, triangularize(interleaved_gradientNoise())), 0.0, 65000.0);
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#endif
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#else
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vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,texcoord).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
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vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,taauTC).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
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gl_FragData[0].rgb = color;
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#endif
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}
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