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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
fixed focus laser, improved F1 TAA behaviour
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@ -65,6 +65,7 @@ uniform mat4 shadowProjection;
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uniform mat4 gbufferModelView;
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// uniform float viewWidth;
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// uniform float viewHeight;
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uniform int hideGUI;
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uniform float aspectRatio;
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uniform vec2 texelSize;
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uniform vec3 cameraPosition;
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@ -1176,6 +1177,31 @@ void main() {
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// gl_FragData[0].rgb = vec3(1.0);
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// if(z < 1) gl_FragData[0].rgb = Custom_GGX(normal, -np3, WsunVec, SpecularTex.r, SpecularTex.g) * vec3(1.0);
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#ifdef DOF_JITTER
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vec3 laserColor;
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#if FOCUS_LASER_COLOR == 0 // Red
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laserColor = vec3(25, 0, 0);
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#elif FOCUS_LASER_COLOR == 1 // Green
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laserColor = vec3(0, 25, 0);
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#elif FOCUS_LASER_COLOR == 2 // Blue
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laserColor = vec3(0, 0, 25);
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#elif FOCUS_LASER_COLOR == 3 // Pink
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laserColor = vec3(25, 10, 15);
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#elif FOCUS_LASER_COLOR == 4 // Yellow
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laserColor = vec3(25, 25, 0);
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#elif FOCUS_LASER_COLOR == 5 // White
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laserColor = vec3(25);
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#endif
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#if DOF_JITTER_FOCUS < 0
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float focusDist = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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#else
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float focusDist = DOF_JITTER_FOCUS;
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#endif
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if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focusDist-abs(fragpos.z)) ,0,1),25) ;
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#endif
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/* DRAWBUFFERS:3 */
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}
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@ -40,7 +40,6 @@ uniform float near;
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uniform int frameCounter;
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uniform float aspectRatio;
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uniform float screenBrightness;
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uniform float hideGUI;
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uniform float rainStrength;
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uniform float sunElevation;
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uniform ivec2 eyeBrightnessSmooth;
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@ -234,31 +233,6 @@ void main() {
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waterVolumetrics(vl, vec3(0.0), fragpos, estEyeDepth, estEyeDepth, length(fragpos), noise, totEpsilon, scatterCoef, (ambientUp*8./150./3.*0.5) , lightCol.rgb*8./150./3.0*(1.0-pow(1.0-sunElevation*lightCol.a,5.0)), dot(normalize(fragpos), normalize(sunVec) ));
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// #ifdef DOF_JITTER
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// vec3 laserColor;
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// #if FOCUS_LASER_COLOR == 0 // Red
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// laserColor = vec3(25, 0, 0);
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// #elif FOCUS_LASER_COLOR == 1 // Green
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// laserColor = vec3(0, 25, 0);
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// #elif FOCUS_LASER_COLOR == 2 // Blue
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// laserColor = vec3(0, 0, 25);
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// #elif FOCUS_LASER_COLOR == 3 // Pink
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// laserColor = vec3(25, 10, 15);
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// #elif FOCUS_LASER_COLOR == 4 // Yellow
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// laserColor = vec3(25, 25, 0);
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// #elif FOCUS_LASER_COLOR == 5 // White
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// laserColor = vec3(25);
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// #endif
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// #if DOF_JITTER_FOCUS < 0
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// float focusDist = mix(pow(512.0, screenBrightness), 512.0 * screenBrightness, 0.25);
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// #else
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// float focusDist = DOF_JITTER_FOCUS;
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// #endif
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// if( hideGUI < 1.0) gl_FragData[0].rgb += laserColor * pow( clamp( 1.0-abs(focusDist-abs(fragpos.z)) ,0,1),25) ;
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// #endif
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gl_FragData[0] = clamp(vec4(vl,1.0),0.000001,65000.);
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}
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}
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@ -76,6 +76,7 @@ uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform int hideGUI;
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uniform int frameCounter;
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uniform int framemod8;
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uniform vec3 previousCameraPosition;
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@ -454,8 +455,12 @@ void main() {
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#ifndef SPLIT_RENDER
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#ifdef SCREENSHOT_MODE
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vec4 color = TAA_hq_render();
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vec4 color;
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if(hideGUI >= 1) {
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color = TAA_hq_render();
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} else {
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color = vec4(clamp(fp10Dither(texture2D(colortex3,texcoord).rgb,triangularize(interleaved_gradientNoise())),0.,65000.), 0.0);
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}
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gl_FragData[0] = color;
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@ -57,7 +57,7 @@ screen = \
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screen.JITTER_DOF = \
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DOF_JITTER DOF_JITTER_SHADOW \
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DOF_JITTER_FOCUS JITTER_STRENGTH \
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DOF_CAMERA_WIDTH aperture_stops
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DOF_CAMERA_WIDTH FOCUS_LASER_COLOR \
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######## LIGHTING
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### DIRECT LIGHT
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