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seeking Intel related issue
implicit conversion, apparently.
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@ -251,7 +251,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase sh
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#define Sky_reflection // just in case you dont want it i guess
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#define Sky_reflection // just in case you dont want it i guess
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// #define Rough_reflections // turns the roughness GGXVNDF ON. sizable performance impact, and introduces alot of noise.
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// #define Rough_reflections // turns the roughness GGXVNDF ON. sizable performance impact, and introduces alot of noise.
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#define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10]
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#define Sun_specular_Strength 3 // increase for more sparkles [1 2 3 4 5 6 7 8 9 10]
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#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 ]
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#define reflection_quality 30 // adjust the quality of the screenspace reflections. [6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 55.0 60.0 65.0 70.0 75.0 80.0 85.0 90.0 95.0 100.0 ]
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#define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define Roughness_Threshold 1.5 // using a curve on the roughness, make the reflections more or less visible on rough surfaces. good for hiding noise on rough materials [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define SCREENSPACE_REFLECTIONS //can be really expensive at high resolutions/render quality, especially on ice
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#define SCREENSPACE_REFLECTIONS //can be really expensive at high resolutions/render quality, especially on ice
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#define SSR_STEPS 30 //[10 15 20 25 30 35 40 50 100 200 400]
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#define SSR_STEPS 30 //[10 15 20 25 30 35 40 50 100 200 400]
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@ -246,7 +246,7 @@ void MaterialReflections(
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// // if (!hasReflections) Outdoors = 0.0;
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// // if (!hasReflections) Outdoors = 0.0;
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// SunReflection = directlighting * SunGGX(normal, -np3, sunPos, roughness, f0.y) / 5.0;
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// SunReflection = directlighting * SunGGX(normal, -np3, sunPos, roughness, f0.y) / 5.0;
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SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, f0.yyy);
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SunReflection = directlighting * GGX(normal, -np3, sunPos, roughness, vec3(f0.y));
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//
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//
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if (hasReflections) { // Skip sky reflection and SSR if its just not very visible anyway
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if (hasReflections) { // Skip sky reflection and SSR if its just not very visible anyway
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#ifdef Sky_reflection
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#ifdef Sky_reflection
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@ -254,16 +254,18 @@ void MaterialReflections(
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#endif
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#endif
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#ifdef Screen_Space_Reflections
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#ifdef Screen_Space_Reflections
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// #ifdef SCREENSHOT_MODE
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// #ifdef SCREENSHOT_MODEFconst
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// float rayQuality = reflection_quality;
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// float rayQuality = reflection_quality;
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// #else
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// #else
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float rayQuality = mix_float(reflection_quality,4,luma(rayContrib)); // Scale quality with ray contribution
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float rayQuality = mix_float(reflection_quality,4.0,luma(rayContrib)); // Scale quality with ray contribution
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// #endif
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// #endif
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// float rayQuality = reflection_quality;
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// float rayQuality = reflection_quality;
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vec3 rtPos = rayTraceSpeculars( mat3(gbufferModelView) * L,fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
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vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
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float LOD = clamp(reflectLength * 6.0, 0.0,6.0);
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float LOD = clamp(reflectLength * 6.0, 0.0,6.0) ;
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if(hand || isEntities) LOD = 6.0;
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if(hand || isEntities) LOD = 6.0;
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if (rtPos.z < 1.) { // Reproject on previous frame
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if (rtPos.z < 1.) { // Reproject on previous frame
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