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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
Fix water exploding on iris. tweak RTAO / SSGI's AO to look more like it used to in bliss v2
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@ -590,7 +590,10 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
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#else
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if(isGrass) rayDir.y = clamp(rayDir.y + 0.25,-1,1);
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skycontribution = skylightcolor * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight;
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float SkyLightDir = rayDir.y > 0.0 ? 1.0 : max(rayDir.y,0.25); // the positons where the occlusion happens
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skycontribution = skylightcolor * SkyLightDir + torchlight;
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#endif
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if (rayHit.z < 1.){
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@ -599,9 +602,10 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(rayHit) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
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radiance += (texture2D(colortex5,previousPosition.xy).rgb + skycontribution) * GI_Strength;
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}else{
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} else{
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radiance += skycontribution;
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}
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@ -610,6 +614,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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#endif
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occlusion += skycontribution * GI_Strength;
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} else {
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radiance += skycontribution;
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@ -618,7 +623,14 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
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occlusion *= AO_Strength;
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lighting = max(radiance/nrays - occlusion/nrays, 0.0);
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lighting = radiance/nrays - occlusion/nrays;
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// lighting = GI ;
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// radiance = radiance/nrays - (skycontribution + occlusion/nrays);
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// lighting = skycontribution - occlusion/nrays + radiance;
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}
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@ -853,7 +865,7 @@ void main() {
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bool lightningBolt = abs(dataUnpacked1.w-0.50) <0.01;
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bool entities = abs(dataUnpacked1.w-0.45) < 0.01;
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
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// bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
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bool isGrass = abs(dataUnpacked1.w-0.60) < 0.01;
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float vanilla_AO = normalAndAO.a;
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@ -1129,7 +1141,6 @@ void main() {
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//////////////////////////////// UNDER WATER SHADING ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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vec3 waterabsorb_speculars = vec3(1);
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if ((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)){
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vec3 fragpos0 = toScreenSpace(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z0));
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@ -1153,7 +1164,7 @@ void main() {
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// Indirect_lighting *= 0.5 + max(pow(Ambient_Caustics, 2.0),0.0);
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DirectLightColor *= Absorbtion;
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Indirect_lighting = (Indirect_lighting/exp2(-estimatedDepth*0.5)) * Absorbtion;
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if(isEyeInWater == 1 ) Indirect_lighting = (Indirect_lighting/exp2(-estimatedDepth*0.5)) * Absorbtion;
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if(isEyeInWater == 0) DirectLightColor *= max(eyeBrightnessSmooth.y/240., 0.0);
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DirectLightColor *= cloudShadow;
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@ -85,6 +85,7 @@ void main() {
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/* DRAWBUFFERS:3 */
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vec2 resScale = vec2(1920.,1080.)/(max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/BLOOM_QUALITY);
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vec2 texcoord = ((gl_FragCoord.xy)*2.+0.5)*texelSize;
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vec3 bloom = texture2D_bicubic(colortex3,texcoord/2.0).rgb; //1/4 res
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bloom += texture2D_bicubic(colortex6,texcoord/4.).rgb; //1/8 res
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@ -94,7 +95,9 @@ bloom += texture2D_bicubic(colortex6,texcoord/8.+vec2(0.25*resScale.x+2.5*texelS
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bloom += texture2D_bicubic(colortex6,texcoord/16.+vec2(0.375*resScale.x+4.5*texelSize.x,.0)).rgb; //1/32 res
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bloom += texture2D_bicubic(colortex6,texcoord/32.+vec2(0.4375*resScale.x+6.5*texelSize.x,.0)).rgb*1.0; //1/64 res
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bloom += texture2D_bicubic(colortex6,texcoord/64.+vec2(0.46875*resScale.x+8.5*texelSize.x,.0)).rgb*1.0; //1/128 res
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bloom += texture2D_bicubic(colortex6,texcoord/128.+vec2(0.484375*resScale.x+10.5*texelSize.x,.0)).rgb*1.0; //1/256 res
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//bloom = texture2D_bicubic(colortex6,texcoord).rgb*6.; //1/8 res
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@ -104,18 +104,27 @@ void main() {
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vec3 bloom = texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb/2./7.0;
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// vec3 bloom = (texture2D(colortex3,texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb)/2./7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a ,0.2) ,0.0,1.0)*vignette;
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*0.5*BLOOM_QUALITY).rgb / 2.0 / 7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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float purkinje = rodExposureDepth.x/(1.0+rodExposureDepth.x)*Purkinje_strength;
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VL_abs = clamp( (1.0-VL_abs)*BLOOMY_FOG*0.75*(1.0-purkinje),0.0,1.0)*clamp(1.0-pow(cdist(texcoord.xy),15.0),0.0,1.0);
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float lightleakfix = clamp(eyeBrightnessSmooth.y/240.0,0.0,1.0);
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// bloom *= lightScat;
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// apply bloom and bloomy fog
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// col = mix(col, bloom, VL_abs);
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// col += bloom*lightScat;
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// // apply exposure
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// col *= exposure.rgb;
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * mix(exposure.rgb,min(exposure.rgb,0.01), 0);
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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@ -344,8 +344,6 @@ void main() {
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#endif
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if (isEyeInWater == 0){
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vec3 fragpos = toScreenSpace(vec3(tc/RENDER_SCALE,z));
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#ifdef Cumulus
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@ -372,9 +370,9 @@ void main() {
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gl_FragData[0] = clamp(VL_Fog,0.0,65000.);
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#endif
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}
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} else {
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if (isEyeInWater == 1){
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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@ -311,8 +311,8 @@ void main() {
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}
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// apply VL fog to the scene
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color *= vl.a;
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color += vl.rgb;
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// color *= vl.a;
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// color += vl.rgb;
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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@ -425,7 +425,7 @@ void main() {
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#endif
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#ifdef WhiteWorld
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Albedo.rgb = vec3(1.0);
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Albedo.rgb = vec3(0.5);
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#endif
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#ifdef AEROCHROME_MODE
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@ -11,7 +11,7 @@ void DoRTAmbientLighting (vec3 TorchColor, vec2 Lightmap, inout float SkyLM, ino
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SkyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyLight = (SkyLight * ambient_brightness) / 10.0;
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SkyLight = (SkyLight * ambient_brightness) / 30.0;
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SkyLight = max(SkyLight * SkyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.025 + nightVision));
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}
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