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https://github.com/X0nk/Bliss-Shader.git
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fix DOF autofocus focal point not scaling with TAAU
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@ -1338,6 +1338,7 @@ void main() {
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// if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * (1.0 - SSAO_SSS.x);
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// if(hideGUI == 0) gl_FragData[0].rgb = vec3(1) * (1.0 - SSAO_SSS.x);
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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)));
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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)));
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#endif
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#endif
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// gl_FragData[0].rgb = albedo*30;
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// gl_FragData[0].rgb = vec3(1) * Shadows;
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// gl_FragData[0].rgb = vec3(1) * Shadows;
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// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
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// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
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@ -159,8 +159,6 @@ void main() {
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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// if(hideGUI > 0) col = bloom * lightScat* exposure.rgb;
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float lum = dot(col, vec3(0.15,0.3,0.55));
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float lum = dot(col, vec3(0.15,0.3,0.55));
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float lum2 = dot(col, vec3(0.85,0.7,0.45));
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float lum2 = dot(col, vec3(0.85,0.7,0.45));
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float rodLum = lum2*200.0;
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float rodLum = lum2*200.0;
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@ -179,7 +177,6 @@ void main() {
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gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
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gl_FragData[0].rgb = clamp(int8Dither(col,texcoord),0.0,1.0);
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#if DOF_QUALITY == 5
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#if DOF_QUALITY == 5
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#if FOCUS_LASER_COLOR == 0 // Red
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#if FOCUS_LASER_COLOR == 0 // Red
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vec3 laserColor = vec3(25, 0, 0);
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vec3 laserColor = vec3(25, 0, 0);
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@ -257,7 +257,7 @@ void main() {
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// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
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// exposure = mix(0.0, 1.0, min(targetExposure,1.0));
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// exposure = 1;
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// exposure = 1;
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float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)).r);
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float currCenterDepth = ld(texture2D(depthtex2, vec2(0.5)*RENDER_SCALE).r);
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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));
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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));
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centerDepth = centerDepth * centerDepth * 65000.0;
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centerDepth = centerDepth * centerDepth * 65000.0;
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 467 // [467]
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#define SHADER_VERSION_LABEL 468 // [468]
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#define saturate(x) clamp(x,0.0,1.0)
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#define saturate(x) clamp(x,0.0,1.0)
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