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https://github.com/X0nk/Bliss-Shader.git
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seeking Intel related issue
implicit conversion, apparently.
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@ -246,7 +246,7 @@ void MaterialReflections(
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// // if (!hasReflections) Outdoors = 0.0;
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// SunReflection = directlighting * SunGGX(normal, -np3, sunPos, roughness, f0.y) / 5.0;
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SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, f0.yyy);
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SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, vec3(f0.y));
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//
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if (hasReflections) { // Skip sky reflection and SSR if its just not very visible anyway
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#ifdef Sky_reflection
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@ -254,16 +254,18 @@ void MaterialReflections(
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#endif
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#ifdef Screen_Space_Reflections
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// #ifdef SCREENSHOT_MODE
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// #ifdef SCREENSHOT_MODEFconst
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// float rayQuality = reflection_quality;
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// #else
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float rayQuality = mix_float(reflection_quality,4,luma(rayContrib)); // Scale quality with ray contribution
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float rayQuality = mix_float(reflection_quality,4.0,luma(rayContrib)); // Scale quality with ray contribution
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// #endif
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// float rayQuality = reflection_quality;
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vec3 rtPos = rayTraceSpeculars( mat3(gbufferModelView) * L,fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
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vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
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float LOD = clamp(reflectLength * 6.0, 0.0,6.0);
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float LOD = clamp(reflectLength * 6.0, 0.0,6.0) ;
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if(hand || isEntities) LOD = 6.0;
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if (rtPos.z < 1.) { // Reproject on previous frame
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