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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
redo application for ambient lighting in all dimensions. fix RTAO/SSGI in end/nether
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@ -10,6 +10,7 @@ uniform sampler2D depthtex0;
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uniform sampler2D colortex2;
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uniform sampler2D colortex3;
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// uniform sampler2D colortex4;
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uniform sampler2D colortex6;
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flat varying vec3 WsunVec;
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uniform vec3 sunVec;
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@ -68,7 +69,11 @@ float interleaved_gradientNoise(){
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a+ 1.0/1.6180339887 * frameCounter );
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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void waterVolumetrics_notoverworld(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEndDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient){
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inColor *= exp(-rayLength * waterCoefs); //No need to take the integrated value
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@ -223,7 +228,13 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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vec4 blueNoise(vec2 coord){
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return texelFetch2D(colortex6, ivec2(coord)%512 , 0) ;
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}
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n);
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}
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void main() {
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/* DRAWBUFFERS:0 */
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@ -233,8 +244,8 @@ void main() {
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float z = texture2D(depthtex0,tc).x;
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vec3 viewPos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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float noise_1 = blueNoise();
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float noise_2 = interleaved_gradientNoise();
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float noise_1 = R2_dither();
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float noise_2 = blueNoise();
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if (isEyeInWater == 0){
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