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synced 2024-12-23 01:59:39 +08:00
FIX purkinje effect
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447419a57c
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@ -104,7 +104,6 @@ void main() {
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*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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@ -2,7 +2,7 @@
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varying vec2 texcoord;
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flat varying vec4 exposure;
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flat varying float rodExposure;
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flat varying vec2 rodExposureDepth;
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uniform sampler2D colortex4;
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -15,6 +15,8 @@ void main() {
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gl_Position = ftransform();
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texcoord = gl_MultiTexCoord0.xy;
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exposure = vec4(texelFetch2D(colortex4,ivec2(10,37),0).r*vec3(FinalR,FinalG,FinalB),texelFetch2D(colortex4,ivec2(10,37),0).r);
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rodExposure = texelFetch2D(colortex4,ivec2(14,37),0).r;
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rodExposureDepth = texelFetch2D(colortex4,ivec2(14,37),0).rg;
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rodExposureDepth.y = sqrt(rodExposureDepth.y/65000.0);
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}
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@ -151,6 +151,7 @@ vec4 GetVolumetricFog(
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vec3 progressW = gbufferModelViewInverse[3].xyz + cameraPosition;
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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for (int i=0;i<VL_SAMPLES;i++) {
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float d = (pow(expFactor, float(i+dither)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+dither)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
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