mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
reorginized settings.glsl and removed old settings. removed all text descriptions so i can write them in the lang files
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@ -29,8 +29,8 @@ const int colortex10Format = RGBA16F; //Final output, transparencies id (gbuff
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const int colortex11Format = RGBA16; //Final output, transparencies id (gbuffer->composite4)
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const int colortex13Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex14Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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// const int colortex15Format = RGBA16F; // flat normals and vanilla
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const int colortex14Format = RGBA8; // Final output, transparencies id (gbuffer->composite4)
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const int colortex15Format = RGBA8; // flat normals and vanilla AO
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*/
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//no need to clear the buffers, saves a few fps
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@ -451,19 +451,15 @@ void main() {
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/* DRAWBUFFERS:5 */
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gl_FragData[0].a = 1.0;
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#ifndef SPLIT_RENDER
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#ifdef SCREENSHOT_MODE
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#ifdef SCREENSHOT_MODE
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vec4 color = TAA_hq_render();
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gl_FragData[0] = color;
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#else
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#ifdef TAA
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vec4 data = texture2D(colortex1,texcoord* RENDER_SCALE); // terraom
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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@ -471,56 +467,15 @@ void main() {
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bool translucentCol = texture2D(colortex13,texcoord * RENDER_SCALE).a > 0.0; // translucents
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vec3 color = vec3(0.0);
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// vec3 motionVector = texture2D(colortex10,texcoord).xyz ;
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// vec3 motionVector = texelFetch(colortex10, ivec2(gl_FragCoord.xy), 0).xyz * 2 - 1;
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// if((motionVector.x+motionVector.y+motionVector.z) / 3 < 0.00001) motionVector = vec3(0.0);
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// vec3 viewpos = motionVector;
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// // vec3 eyepos = mat3(gbufferModelViewInverse) * viewpos;
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// // vec3 worldPos = eyepos + (cameraPosition + gbufferModelViewInverse[3].xyz);
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// // vec3 feetPos = worldPos - cameraPosition;
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// vec4 clippos = gbufferProjection * vec4(motionVector,1.0);
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// vec3 ndcPos = projectAndDivide(gbufferProjectionInverse, viewpos);
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// vec3 screenPos = ndcPos * 0.5 + 0.5;
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vec3 DEBUG = vec3(0.0);
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color += TAA_hq(hand, translucentCol, vec3(0.0),DEBUG);
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color += TAA_hq(hand, translucentCol, vec3(0.0), DEBUG);
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gl_FragData[0].rgb = clamp(fp10Dither(color ,triangularize(R2_dither())),6.11*1e-5,65000.0);
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// gl_FragData[0].rgb = motionVector;
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#endif
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#ifndef TAA
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#else
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vec3 color = clamp(fp10Dither(texture2D(colortex3,texcoord).rgb,triangularize(interleaved_gradientNoise())),0.,65000.);
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gl_FragData[0].rgb = color;
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#endif
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#endif
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#endif
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#ifdef SPLIT_RENDER
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if(texcoord.x > 0.5){
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vec4 color = TAA_hq_render();
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gl_FragData[0] = color;
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}else{
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vec4 data = texture2D(colortex1,texcoord* RENDER_SCALE); // terraom
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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bool translucentCol = texture2D(colortex13,texcoord * RENDER_SCALE).a > 0.0; // translucents
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vec3 color = TAA_hq(hand, translucentCol);
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gl_FragData[0].rgb = clamp(fp10Dither(color ,triangularize(R2_dither())),6.11*1e-5,65000.0);
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}
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#endif
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}
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}
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