mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
bring translucent shaders for nether and end up to speed
This commit is contained in:
@ -7,6 +7,16 @@ uniform int frameCounter;
|
||||
|
||||
#include "/lib/util.glsl"
|
||||
|
||||
flat varying vec2 TAA_Offset;
|
||||
const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
|
||||
vec2(-1.,3.)/8.,
|
||||
vec2(5.0,1.)/8.,
|
||||
vec2(-3,-5.)/8.,
|
||||
vec2(-5.,5.)/8.,
|
||||
vec2(-7.,-1.)/8.,
|
||||
vec2(3,7.)/8.,
|
||||
vec2(7.,-7.)/8.);
|
||||
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
//////////////////////////////VOID MAIN//////////////////////////////
|
||||
@ -17,6 +27,11 @@ void main() {
|
||||
gl_Position = ftransform();
|
||||
|
||||
tempOffsets = HaltonSeq2(frameCounter%10000);
|
||||
TAA_Offset = offsets[frameCounter%8];
|
||||
|
||||
#ifndef TAA
|
||||
TAA_Offset = vec2(0.0);
|
||||
#endif
|
||||
|
||||
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.51*2.0-1.0;
|
||||
}
|
||||
|
Reference in New Issue
Block a user