mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
make daily weather fully functional (No defaults yet). fix damage effects from randomly happening. fix AO strength slider not function when SSAO is on.
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@ -24,7 +24,6 @@ uniform vec3 cameraPosition;
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#include "/lib/color_transforms.glsl"
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#include "/lib/color_dither.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/gameplay_effects.glsl"
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uniform int hideGUI;
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@ -118,6 +117,28 @@ float interleaved_gradientNoise(){
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}
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#include "/lib/gameplay_effects.glsl"
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void doCameraGridLines(inout vec3 color, vec2 UV){
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float lineThicknessY = 0.0025;
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float lineThicknessX = lineThicknessY/aspectRatio;
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float horizontalLines = abs(UV.x-0.33);
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horizontalLines = min(abs(UV.x-0.66), horizontalLines);
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float verticalLines = abs(UV.y-0.33);
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verticalLines = min(abs(UV.y-0.66), verticalLines);
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float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
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if(hideGUI > 0.0) gridLines = 0.0;
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color = mix(color, vec3(1.0), gridLines);
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}
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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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@ -165,6 +186,10 @@ void main() {
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applyGameplayEffects(FINAL_COLOR, texcoord, interleaved_gradientNoise());
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#endif
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#ifdef CAMERA_GRIDLINES
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doCameraGridLines(FINAL_COLOR, texcoord);
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#endif
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gl_FragColor.rgb = FINAL_COLOR;
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#if DEBUG_VIEW == debug_SHADOWMAP
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