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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 16:07:22 +08:00
quick fix for GI strength
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@ -553,6 +553,7 @@ vec3 cosineHemisphereSample(vec2 Xi, float roughness){
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return vec3(x, y, sqrt(clamp(1.0 - Xi.x,0.,1.)));
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}
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vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
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vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 T = normalize(cross(UpVector, N));
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@ -561,11 +562,6 @@ vec3 TangentToWorld(vec3 N, vec3 H, float roughness){
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return vec3((T * H.x) + (B * H.y) + (N * H.z));
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}
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vec3 applyContrast(vec3 color, float contrast){
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return (color - 0.5) * contrast + 0.5;
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}
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void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor){
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int nrays = RAY_COUNT;
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@ -592,7 +588,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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#ifdef SKY_CONTRIBUTION_IN_SSRT
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skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
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#else
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skycontribution = (skylightcolor * skyLM) * max(rayDir.y,1 - AO_Strength) + torchlight;
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skycontribution = (skylightcolor * skyLM) * max(rayDir.y,1.0 - AO_Strength) + torchlight;
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#endif
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if (rayHit.z < 1.){
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@ -602,7 +598,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
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radiance += applyContrast(texture2D(colortex5,previousPosition.xy).rgb, GI_Strength) + skycontribution;
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radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
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} else {
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radiance += skycontribution;
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}
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@ -610,13 +606,13 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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radiance += skycontribution;
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#endif
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occlusion += skycontribution;
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occlusion += skycontribution * GI_Strength;
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} else {
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radiance += skycontribution;
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}
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}
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lighting = (radiance - occlusion)/nrays;
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lighting = max(radiance - occlusion,0.0)/nrays;
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}
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