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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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@ -22,18 +22,19 @@ const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
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const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex9Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex10Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex9Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex10Format = RGBA16F; //FREE BUFFER
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const int colortex11Format = RGBA16; //Final output, transparencies id (gbuffer->composite4)
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const int colortex13Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex14Format = RGBA8; // Final output, transparencies id (gbuffer->composite4)
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const int colortex15Format = RGBA8; // flat normals and vanilla AO
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const int colortex11Format = RGBA16;
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const int colortex13Format = RGBA8;
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const int colortex14Format = RGBA8;
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const int colortex15Format = RGBA8; // flat normals and vanilla AO
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*/
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//no need to clear the buffers, saves a few fps
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/*
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const bool colortex0Clear = false;
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const bool colortex1Clear = false;
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