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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
add max distance for biome effects. make border fog cylindrical. Fix compile error on optifine.
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@ -229,6 +229,7 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth,
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uniform sampler2D dhDepthTex;
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uniform float far;
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uniform float dhFarPlane;
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uniform float dhNearPlane;
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@ -250,9 +251,12 @@ float invertlinearDepthFast(const in float depth, const in float near, const in
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vec3 toClipSpace3Prev_DH( vec3 viewSpacePosition, bool depthCheck ) {
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mat4 projectionMatrix = depthCheck ? dhPreviousProjection : gbufferPreviousProjection;
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return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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#ifdef DISTANT_HORIZONS
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mat4 projectionMatrix = depthCheck ? dhPreviousProjection : gbufferPreviousProjection;
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return projMAD(projectionMatrix, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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#else
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return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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#endif
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}
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vec3 toScreenSpace_DH_special(vec3 POS, bool depthCheck ) {
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@ -309,7 +313,7 @@ vec4 TAA_hq(){
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#ifdef DISTANT_HORIZONS
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vec3 closestToCamera = closestToCamera5taps_DH(adjTC, depthtex0, dhDepthTex, depthCheck);
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#else
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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
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vec3 closestToCamera = closestToCamera5taps(adjTC,depthtex0);
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#endif
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#endif
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