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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix little mistakes in screenspace ambient effect functions.
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@ -215,7 +215,7 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
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return vec3(1.1);
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}
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void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){
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void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){
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int nrays = RAY_COUNT;
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vec3 radiance = vec3(0.0);
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@ -230,17 +230,16 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 viewPos, vec2 li
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vec3 torchlight = vec3(0.0);
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DoRTAmbientLighting(torchcolor, lightmaps, skyLM, torchlight, skylightcolor);
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vec2 noisey = blueNoise(gl_FragCoord.xy).xy;
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for (int i = 0; i < nrays; i++){
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int seed = (frameCounter%40000)*nrays+i;
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vec2 ij = fract(R2_samples(seed) + noise);
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vec2 ij = fract(R2_samples(seed) + noise.xy);
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vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij)) ,1.0);
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#ifdef HQ_SSGI
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vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, blueNoise(), 50.); // ssr rt
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vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
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#else
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vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, blueNoise(), 30.); // choc sspt
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vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30.); // choc sspt
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#endif
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#ifdef SKY_CONTRIBUTION_IN_SSRT
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