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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
unfuck everything maybe
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@ -687,15 +687,22 @@ void BilateralUpscale_REUSE_Z(sampler2D tex1, sampler2D tex2, sampler2D depth, v
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#endif
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float EDGES = abs(offsetDepth - referenceDepth) < diffThreshold ? 1.0 : 1e-5;
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shadow_RESULT += texelFetch2D(tex1, posColor + radius + pos, 0).rgb * EDGES;
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ssao_RESULT += texelFetch2D(tex2, posColor + radius + pos, 0).rg * EDGES;
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// #ifdef Variable_Penumbra_Shadows
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shadow_RESULT += texelFetch2D(tex1, posColor + radius + pos, 0).rgb * EDGES;
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// #endif
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#if indirect_effect == 1
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ssao_RESULT += texelFetch2D(tex2, posColor + radius + pos, 0).rg * EDGES;
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#endif
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SUM += EDGES;
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}
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filteredShadow = shadow_RESULT/SUM;
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ambientEffects = ssao_RESULT/SUM;
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// #ifdef Variable_Penumbra_Shadows
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filteredShadow = shadow_RESULT/SUM;
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// #endif
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#if indirect_effect == 1
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ambientEffects = ssao_RESULT/SUM;
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#endif
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}
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void main() {
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