mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix missing vertex color. fix particles showing through block entities. improve sampling shape of ssao, ambient SSS, and shadow filtering. remade ambient SSS. temporary patch on DH water SSR. add updated zh_cn translation
This commit is contained in:
@ -42,12 +42,11 @@ void main() {
|
||||
|
||||
float newTex = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
|
||||
|
||||
|
||||
#ifdef DISTANT_HORIZONS
|
||||
float QuarterResDepth = texelFetch2D(dhDepthTex, ivec2(gl_FragCoord.xy*4), 0).x;
|
||||
if(newTex >= 1.0) newTex = sqrt(QuarterResDepth);// + 0.0001;
|
||||
if(newTex >= 1.0) newTex = sqrt(QuarterResDepth);
|
||||
|
||||
gl_FragData[1].a = DH_ld(QuarterResDepth)*DH_ld(QuarterResDepth)*65000.0;
|
||||
gl_FragData[1].a = (DH_ld(QuarterResDepth)*DH_ld(QuarterResDepth))*65000.0;
|
||||
#endif
|
||||
|
||||
if (newTex < 1.0)
|
||||
@ -55,27 +54,4 @@ void main() {
|
||||
else
|
||||
gl_FragData[0] = vec4(oldTex, 2.0);
|
||||
|
||||
|
||||
|
||||
// float depth = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x;
|
||||
|
||||
// #ifdef DISTANT_HORIZONS
|
||||
// float _near = near;
|
||||
// float _far = far*4.0;
|
||||
// if (depth >= 1.0) {
|
||||
// depth = texelFetch2D(dhDepthTex1, ivec2(gl_FragCoord.xy*4), 0).x;
|
||||
// _near = dhNearPlane;
|
||||
// _far = dhFarPlane;
|
||||
// }
|
||||
|
||||
// depth = linearizeDepthFast(depth, _near, _far);
|
||||
// depth = depth / dhFarPlane;
|
||||
// #endif
|
||||
|
||||
// if(depth < 1.0)
|
||||
// gl_FragData[1] = vec4(vec3(0.0), depth * depth * 65000.0);
|
||||
// else
|
||||
// gl_FragData[1] = vec4(vec3(0.0), 65000.0);
|
||||
|
||||
|
||||
}
|
Reference in New Issue
Block a user