tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.

This commit is contained in:
Xonk
2023-10-14 23:34:52 -04:00
parent 87d25d0637
commit d9d3cd0c2d
24 changed files with 238 additions and 271 deletions

View File

@ -120,6 +120,7 @@ void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){
}
#endif
uniform int hideGUI;
void main() {
#ifdef BICUBIC_UPSCALING
vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
@ -168,8 +169,13 @@ void main() {
// uniform sampler2D shadowcolor0;
// uniform sampler2D shadowtex0;
// uniform sampler2D shadowtex1;
// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0)).rgb;
// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
// if( hideGUI == 1){
// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
// if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
// // if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
// }
}