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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix TAAU breaking GTAO
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@ -11,8 +11,8 @@ const float golden_ratio = 0.5 + 0.5 * sqrt(5.0);
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const float golden_angle = tau / golden_ratio / golden_ratio;
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const float hand_depth = 0.56;
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#if defined TAA && defined TAAU
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const float taau_render_scale = TAAU_RENDER_SCALE;
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#if defined TAA && defined TAA_UPSCALING
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const float taau_render_scale = RENDER_SCALE.x;
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#else
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const float taau_render_scale = 1.0;
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#endif
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@ -87,10 +87,6 @@ vec3 LightSourcePosition(vec3 WorldPos, vec3 CameraPos){
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// Origin -= RandomPosition * 100;
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}
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#ifdef THE_ORB
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Origin = WorldPos - ManualLightPos;
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#endif
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return Origin;
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}
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@ -127,10 +123,6 @@ vec3 LightSourceColor(float SwirlBounds){
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}
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#ifdef THE_ORB
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Color = vec3(ORB_R, ORB_G, ORB_B) * ORB_ColMult;
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#endif
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return Color;
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}
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@ -305,10 +297,10 @@ mat2x3 getVolumetricRays(float dither,vec3 fragpos,float dither2) {
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vec3 CastedLight = LightColor * OrbMie * exp(CastLight * 15 * (LightColor*(1.0-CastLight/3)-1.50)) ;
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CastedLight += (LightColor * vec3(1.0,1.3,1.0)) * exp(abs(densityVol*2.0 - 0.3) * 15 * (LightColor*CastLight)) * (max(OrbMie - density*10,0.0)/10);
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#ifdef THE_ORB
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density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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InnerLight = vec3(0.0);
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#endif
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// #ifdef THE_ORB
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// density += clamp((1.0 - length(LightPos) / 10.0) * 10 ,0.0,1.0) ;
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// InnerLight = vec3(0.0);
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// #endif
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vec3 AmbientLight = fogColor * 0.05 * pow(exp(density * -2),20);
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@ -182,7 +182,7 @@
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// #define WhiteWorld // THIS IS A DEBUG VIEW. uses to see AO easier. used to see fake GI better (green light)
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#define TAA
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// #define TAA_UPSCALING // Lowers render resolution and uses TAA to combine several lower resolution images (greatly improves performance). USE THIS INSTEAD OF SHADER RENDER QUALITY OPTION IF YOU WANT TO INCREASE FPS (Leave it to 1). IF YOU WANT TO INCREASE QUALITY DISABLE THIS AND INCREASE SHADER RENDER QUALITY
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#define Seasons
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// #define Seasons
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#define Season_Length 24 // how long each season lasts in minecraft days. 91 is roughly how long each season is in reality. 1 will make a year last 4 days [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91]
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// #define Snowy_Winter // snow in the winter, yes or no?
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#define Summer_R 1.0 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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