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
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@ -269,9 +269,8 @@ vec3 ToneMap_AgX( vec3 color ) {
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color = AgXInsetMatrix * color;
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// Log2 encoding
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color = max( color, 1e-10 ); // avoid 0 or negative numbers for log2
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color = log2( color );
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color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
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color = clamp(log2(color), AgxMinEv, AgxMaxEv);
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color = (color - AgxMinEv) / (AgxMaxEv - AgxMinEv);
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// Apply sigmoid
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color = agxDefaultContrastApprox( color );
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@ -282,7 +281,7 @@ vec3 ToneMap_AgX( vec3 color ) {
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color = AgXOutsetMatrix * color;
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// Linearize
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color = pow(color, vec3(2.2));
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color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
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// Gamut mapping. Simple clamp for now.
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color = clamp( color, 0.0, 1.0 );
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@ -310,9 +309,8 @@ vec3 ToneMap_AgX_minimal( vec3 color ) {
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color = AgXInsetMatrix * color;
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// Log2 encoding
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color = max( color, 1e-10 ); // avoid 0 or negative numbers for log2
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color = log2( color );
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color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
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color = clamp(log2(color), AgxMinEv, AgxMaxEv);
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color = (color - AgxMinEv) / (AgxMaxEv - AgxMinEv);
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// Apply sigmoid
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color = agxDefaultContrastApprox( color );
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@ -50,7 +50,7 @@ vec3 DoAmbientLightColor(
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// i gotchu
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float fadeLength = 10.0; // in blocks
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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vec3 cubicRadius = clamp( min(((LpvSize3-1.0) - lpvPos)/fadeLength, lpvPos/fadeLength) ,0.0,1.0);
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float LpvFadeF = cubicRadius.x*cubicRadius.y*cubicRadius.z;
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LpvFadeF = 1.0 - pow(1.0-pow(LpvFadeF,1.5),3.0); // make it nice and soft :)
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@ -4,13 +4,18 @@ const float LpvBlockPower = 4.0;
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// LPV block brightness scale
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const float LpvBlockBrightness = 2.0;
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float lpvCurve(float values){
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// return pow(values, LpvBlockPower) ;
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return pow(1.0-sqrt(1.0-values),2.0);
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// return values;
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}
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vec4 SampleLpvNearest(const in ivec3 lpvPos) {
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vec4 lpvSample = (frameCounter % 2) == 0
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? texelFetch(texLpv1, lpvPos, 0)
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: texelFetch(texLpv2, lpvPos, 0);
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lpvSample.b = pow(lpvSample.b, LpvBlockPower) * LpvBlockSkyRange.x;
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lpvSample.b = lpvCurve(lpvSample.b) * LpvBlockSkyRange.x;
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lpvSample.rgb = HsvToRgb(lpvSample.rgb);
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return lpvSample;
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@ -125,7 +125,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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const int shadowMapResolution = 2048; // [512 768 1024 1536 2048 3172 4096 8192]
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const float shadowDistance = 128.0; // [32.0 48.0 64.0 80.0 96.0 112.0 128.0 144.0 160.0 176.0 192.0 208.0 224.0 240.0 256.0 272.0 288.0 304.0 320.0 336.0 352.0 368.0 384.0 512.0 768.0 1024.0 1536.0 2048.0 4096.0 8192.0]
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#define OPTIMIZED_SHADOW_DISTANCE -1.0 // [-1.0 1.0]
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#define OPTIMIZED_SHADOW_DISTANCE 1.0 // [-1.0 1.0]
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const float shadowDistanceRenderMul = OPTIMIZED_SHADOW_DISTANCE;
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const float entityShadowDistanceMul = 0.25; // [0.01 0.02 0.03 0.04 0.05 0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.75 1.00]
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@ -655,6 +655,12 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#define DENOISE_SSS_AND_SSAO
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// #define HYPER_DETAILED_WAVES
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// #define DISABLE_ENCHANT_GLINT
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// #define DISABLE_VANILLA_EMISSIVES
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#define PARTICLE_RENDERING_FIX
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///////////////////////////////////////////
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// ----- DISTANT HORIZONS SETTINGS ----- //
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///////////////////////////////////////////
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@ -739,3 +745,5 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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#endif
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#if DH_KNOWN_ISSUES == 0
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#endif
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#ifdef PARTICLE_RENDERING_FIX
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#endif
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