mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Shadow and SSS fixes and tweaks. tiny lightmap tweaks. add toggle for basic shadow filter.
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@ -17,7 +17,6 @@ uniform sampler2D colortex5;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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// uniform sampler2D colortex10;
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// uniform sampler2D colortex8; // specular
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// uniform sampler2D colortex9; // specular
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uniform sampler2D depthtex0;
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@ -67,10 +66,6 @@ float ld(float depth) {
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return (2.0 * near) / (far + near - depth * (far - near)); // (-depth * (far - near)) = (2.0 * near)/ld - far - near
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}
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// blindness fogs
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uniform float blindness;
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uniform float darknessFactor;
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void main() {
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/* DRAWBUFFERS:7 */
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float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
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@ -127,14 +122,6 @@ void main() {
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float rodCurve = mix(1.0, rodLum/(2.5+rodLum), purkinje);
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col = mix(clamp(lum,0.0,0.05)*Purkinje_Multiplier*vec3(Purkinje_R, Purkinje_G, Purkinje_B)+1.5e-3, col, rodCurve);
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// #ifdef display_LUT
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// vec2 movedTC = texcoord ;
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// if(movedTC.x < 0.4 ) col.rgb = texture2D(colortex4,movedTC/2).rgb * 0.001;
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// #endif
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#ifndef USE_ACES_COLORSPACE_APPROXIMATION
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col = LinearTosRGB(TONEMAP(col));
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#else
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