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Fix water exploding on iris. tweak RTAO / SSGI's AO to look more like it used to in bliss v2
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@ -104,18 +104,27 @@ void main() {
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vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb/2./7.0;
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// vec3 bloom = (texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb)/2./7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb / 2.0 / 7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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// bloom *= lightScat;
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// apply bloom and bloomy fog
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// col = mix(col, bloom, VL_abs);
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// col += bloom*lightScat;
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// // apply exposure
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// col *= exposure.rgb;
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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