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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -90,8 +90,9 @@ vec2 decodeVec2(float a){
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return fract( a * constant1 ) * constant2 ;
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}
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float R2_dither(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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return fract(alpha.x * coord.x + alpha.y * coord.y ) ;
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}
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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@ -228,8 +229,9 @@ void main() {
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float diffthreshM = diffthresh*mult*d0*k/20.;
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float avgDepth = 0.0;
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int seed = (frameCounter%40000) + frameCounter*2;
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float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
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// int seed = (frameCounter%40000) + frameCounter*2;
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// float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
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float noise = R2_dither();
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for(int i = 0; i < VPS_Search_Samples; i++){
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