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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix warden glowy parts
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@ -191,6 +191,7 @@ void main() {
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vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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vec2 lightmap = dataUnpacked1.yz;
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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@ -216,6 +217,8 @@ void main() {
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vec2 tempOffset = TAA_Offset;
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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@ -229,7 +232,7 @@ void main() {
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float refractedalpha = decodeVec2(texture2D(colortex11,refractedCoord).b).g;
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float refractedalpha2 = texture2D(colortex7,refractedCoord).a;
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if( refractedalpha <= 0.001 ) refractedCoord = texcoord; // remove refracted coords on solids
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if( refractedalpha <= 0.001 ||z < 0.56) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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@ -247,7 +250,7 @@ void main() {
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
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if (TranslucentShader.a > 0.0){
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if (TranslucentShader.a > 0.0 && !hand){
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#ifdef Glass_Tint
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if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
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#endif
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