fix DOF autofocus focal point not scaling with TAAU

This commit is contained in:
Xonk 2024-06-27 15:23:50 -04:00
parent 9ab0412f72
commit 810c1dd0f8
4 changed files with 3 additions and 5 deletions

View File

@ -1338,6 +1338,7 @@ void main() {
// if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * (1.0 - SSAO_SSS.x); // if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * (1.0 - SSAO_SSS.x);
if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * exp(-10*filteredShadow.y);//exp(-7*(1-clamp(1.0 - filteredShadow.x,0.0,1.0))); if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * exp(-10*filteredShadow.y);//exp(-7*(1-clamp(1.0 - filteredShadow.x,0.0,1.0)));
#endif #endif
// gl_FragData[0].rgb = albedo*30;
// gl_FragData[0].rgb = vec3(1) * Shadows; // gl_FragData[0].rgb = vec3(1) * Shadows;
// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1); // if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r); // gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);

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@ -159,8 +159,6 @@ void main() {
col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb; col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
// if(hideGUI > 0) col = bloom * lightScat* exposure.rgb;
float lum = dot(col, vec3(0.15,0.3,0.55)); float lum = dot(col, vec3(0.15,0.3,0.55));
float lum2 = dot(col, vec3(0.85,0.7,0.45)); float lum2 = dot(col, vec3(0.85,0.7,0.45));
float rodLum = lum2*200.0; float rodLum = lum2*200.0;
@ -179,7 +177,6 @@ void main() {
gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0); gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
#if DOF_QUALITY == 5 #if DOF_QUALITY == 5
#if FOCUS_LASER_COLOR == 0 // Red #if FOCUS_LASER_COLOR == 0 // Red
vec3 laserColor = vec3(25, 0, 0); vec3 laserColor = vec3(25, 0, 0);

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@ -257,7 +257,7 @@ void main() {
// exposure = mix(0.0, 1.0, min(targetExposure,1.0)); // exposure = mix(0.0, 1.0, min(targetExposure,1.0));
// exposure = 1; // exposure = 1;
float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)).r); float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)*RENDER_SCALE).r);
centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0)); centerDepth = mix(sqrt(texelFetch2D(colortex4,ivec2(14,37),0).g/65000.0), currCenterDepth, clamp(DoF_Adaptation_Speed*exp(-0.016/frameTime+1.0)/(6.0+currCenterDepth*far),0.0,1.0));
centerDepth = centerDepth * centerDepth * 65000.0; centerDepth = centerDepth * centerDepth * 65000.0;

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@ -1,4 +1,4 @@
#define SHADER_VERSION_LABEL 467 // [467] #define SHADER_VERSION_LABEL 468 // [468]
#define saturate(x) clamp(x,0.0,1.0) #define saturate(x) clamp(x,0.0,1.0)