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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
fix warden glowy parts
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@ -244,44 +244,9 @@ float ld(float dist) {
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}
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// float EndPortalEffect(
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// inout vec4 ALBEDO,
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// vec3 FragPos,
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// vec3 WorldPos,
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// mat3 tbnMatrix
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// ){
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// float endportalGLow = 0.0;
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// vec3 viewVec = normalize(tbnMatrix*FragPos);
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// if (length(FragPos) < MAX_OCCLUSION_DISTANCE) {
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// ALBEDO = vec4(0,0,0,1);
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// float depth = 0.2;
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// if ( viewVec.z < 0.0) {
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// float noise = interleaved_gradientNoise_temp();
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// vec3 interval = (viewVec.xyz /-viewVec.z/MAX_OCCLUSION_POINTS * POM_DEPTH) * 0.6 ;
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// vec3 coord = vec3((lmtexcoord.st)/4, 1.0);
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// coord += interval * noise;
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// float sumVec = noise;
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// for (int loopCount = 0; (loopCount < MAX_OCCLUSION_POINTS) && (1.0 - depth + depth * (1-readNoise(coord.st).r - readNoise((-coord.st*3 )).b*0.2) ) < coord.p && coord.p >= 0.0; ++loopCount) {
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// coord = coord+interval ;
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// sumVec += 1.0 ;
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// endportalGLow += 0.01*0.6;
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// }
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// ALBEDO.rgb = vec3(0.5,0.75,1.0) * sqrt(endportalGLow);
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// return clamp(pow(endportalGLow*3.5,5),0,1);
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// }
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// }
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// }
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vec4 readNoise(in vec2 coord){
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return texture2D(noisetex,coord*vtexcoordam.pq + vtexcoordam.st);
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// return texture2D(noisetex,coord*vtexcoordam.pq+vtexcoord.st);
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return texture2DGradARB(noisetex,coord*vtexcoordam.pq + vtexcoordam.st,dcdx,dcdy);
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}
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float EndPortalEffect(
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inout vec4 ALBEDO,
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@ -299,7 +264,7 @@ float EndPortalEffect(
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float Depth = 0.3;
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vec3 interval = (viewVec.xyz /-viewVec.z/quality*Depth) * (0.7 + (blueNoise()-0.5)*0.1);
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vec3 coord = vec3(-(abs(WorldPos.zx + WorldPos.zx))/4, 1.0);
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vec3 coord = vec3(WorldPos.xz , 1.0);
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coord += interval;
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for (int loopCount = 0; (loopCount < quality) && (1.0 - Depth + Depth * ( 1.0-readNoise(coord.st).r - readNoise(-coord.st*3).b*0.2 ) ) < coord.p && coord.p >= 0.0; ++loopCount) {
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@ -452,7 +417,7 @@ void main() {
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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// float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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float ENDPORTAL_EFFECT = PORTAL > 0 ? EndPortalEffect(Albedo, fragpos, worldpos, tbnMatrix) : 0;
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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@ -556,10 +521,10 @@ void main() {
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gl_FragData[2].b = SpecularTex.b;
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#endif
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// if(PORTAL > 0){
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// gl_FragData[2].rgb = vec3(0);
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// gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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// }
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if(PORTAL > 0){
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gl_FragData[2].rgb = vec3(0);
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gl_FragData[2].a = clamp(ENDPORTAL_EFFECT * 0.9, 0,0.9);
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}
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#endif
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