mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
tweak indirect SSS to be a little bright like it used to be. Tweak sampling for shadow filtering, ssao, rtao, ssgi, and specular reflections.
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@ -120,6 +120,7 @@ void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){
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}
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#endif
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uniform int hideGUI;
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void main() {
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#ifdef BICUBIC_UPSCALING
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vec3 col = SampleTextureCatmullRom(colortex7,texcoord,1.0/texelSize).rgb;
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@ -168,8 +169,13 @@ void main() {
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// uniform sampler2D shadowcolor0;
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// uniform sampler2D shadowtex0;
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// uniform sampler2D shadowtex1;
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// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0)).rgb;
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// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
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// if( hideGUI == 1){
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// vec2 texrood = texcoord * vec2(2.0, 1.0) - vec2(1.0, 0.0);
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// if(texcoord.x > 0.5) gl_FragColor.rgb = texture2D(shadowcolor0, texrood).rgb;
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// if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
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// // if(texrood.x > 0.49 && texrood.x < 0.51 && texrood.y > 0.49 && texrood.y < 0.51) gl_FragColor.rgb = vec3(1,0,0);
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// }
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}
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