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synced 2024-12-23 01:59:39 +08:00
small fix to noise for SSR in the end and nether
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@ -101,13 +101,20 @@ float triangularize(float dither)
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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float interleaved_gradientNoise(float temp){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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}
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// float interleaved_gradientNoise(float temp){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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// }
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// float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy;
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// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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// return noise;
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// }
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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@ -102,13 +102,20 @@ float triangularize(float dither)
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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float interleaved_gradientNoise(float temp){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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}
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// float interleaved_gradientNoise(float temp){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+temp);
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// }
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// float interleaved_gradientNoise(){
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// vec2 coord = gl_FragCoord.xy;
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// float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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// return noise;
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// }
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy;
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float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y));
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return noise;
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000);
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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