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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
FIX purkinje effect
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@ -104,7 +104,6 @@ void main() {
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 2.0 / 7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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@ -120,7 +119,7 @@ void main() {
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// // apply exposure
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// col *= exposure.rgb;
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb;
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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@ -2,7 +2,7 @@
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varying vec2 texcoord;
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flat varying vec4 exposure;
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flat varying float rodExposure;
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flat varying vec2 rodExposureDepth;
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uniform sampler2D colortex4;
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -15,6 +15,8 @@ void main() {
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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exposure=vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
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}
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exposure = vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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}
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