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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-25 09:52:56 +08:00
Cloud fog
cloud fog?
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@ -248,9 +248,7 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
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dmin = dmin.z > dtl.z? dtl : dmin;
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dmin = dmin.z > dbl.z? dbl : dmin;
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dmin = dmin.z > dbr.z? dbr : dmin;
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#ifdef TAA_UPSCALING
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dmin.xy = dmin.xy/RENDER_SCALE;
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#endif
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return dmin;
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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@ -288,12 +286,7 @@ vec3 TAA_hq(){
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)
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return smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz;
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#ifdef TAA_UPSCALING
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vec3 albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz;
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// Interpolating neighboorhood clampling boundaries between pixels
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vec3 cMax = texture2D(colortex0, adjTC).rgb;
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vec3 cMin = texture2D(colortex6, adjTC).rgb;
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#else
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vec3 albedoCurrent0 = texture2D(colortex3, adjTC).rgb;
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vec3 albedoCurrent1 = texture2D(colortex3, adjTC + vec2(texelSize.x,texelSize.y)).rgb;
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vec3 albedoCurrent2 = texture2D(colortex3, adjTC + vec2(texelSize.x,-texelSize.y)).rgb;
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@ -307,7 +300,7 @@ vec3 TAA_hq(){
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vec3 cMax = max(max(max(albedoCurrent0,albedoCurrent1),albedoCurrent2),max(albedoCurrent3,max(albedoCurrent4,max(albedoCurrent5,max(albedoCurrent6,max(albedoCurrent7,albedoCurrent8))))));
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vec3 cMin = min(min(min(albedoCurrent0,albedoCurrent1),albedoCurrent2),min(albedoCurrent3,min(albedoCurrent4,min(albedoCurrent5,min(albedoCurrent6,min(albedoCurrent7,albedoCurrent8))))));
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albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).rgb;
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#endif
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#ifndef NO_CLIP
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vec3 albedoPrev = max(FastCatmulRom(colortex5, previousPosition.xy,vec4(texelSize, 1.0/texelSize), 0.75).xyz, 0.0);
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@ -88,8 +88,8 @@ void main() {
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vec3 std = abs(col - m1) + abs(albedoCurrent1 - m1) + abs(albedoCurrent2 - m1) +
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abs(albedoCurrent3 - m1) + abs(albedoCurrent3 - m1) + abs(albedoCurrent4 - m1);
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float contrast = 1.0 - luma(std)/5.0;
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col = col*(1.0+(SHARPENING+UPSCALING_SHARPNENING)*contrast)
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- (SHARPENING+UPSCALING_SHARPNENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
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col = col*(1.0+(SHARPENING)*contrast)
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- (SHARPENING)/(1.0-0.5/3.5)*contrast*(m1 - 0.5/3.5*col);
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#endif
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float lum = luma(col);
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@ -54,9 +54,9 @@ void main() {
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#endif
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normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),1.0);
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#ifdef TAA_UPSCALING
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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// #ifdef TAA_UPSCALING
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// gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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// #endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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