diff --git a/shaders/dimensions/all_solid.fsh b/shaders/dimensions/all_solid.fsh index c5f5ab2..f9e75da 100644 --- a/shaders/dimensions/all_solid.fsh +++ b/shaders/dimensions/all_solid.fsh @@ -399,7 +399,7 @@ void main() { //////////////////////////////// //////////////////////////////// float textureLOD = bias(); vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color; - + #if defined HAND if (Albedo.a < 0.1) discard; #endif @@ -553,7 +553,7 @@ void main() { vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w); vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0); - + gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w)); gl_FragData[2] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO); diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index 6adfbd4..a9d9a1a 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -41,11 +41,11 @@ const bool colortex15Clear = false; #ifdef SCREENSHOT_MODE /* - const int colortex5Format = RGBA32F; //TAA buffer (everything) + const int colortex5Format = RGBA32F;// TAA buffer (everything) */ #else /* - const int colortex5Format = RGBA16F; //TAA buffer (everything) + const int colortex5Format = R11F_G11F_B10F; // TAA buffer (everything) */ #endif @@ -374,7 +374,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){ #endif #ifdef DAMAGE_TAKEN_EFFECT // when this triggers, use current frame UV to sample history, for a funny trailing effect. - if(CriticalDamageTaken > 0.01) previousPosition.xy = adjTC; + if(CriticalDamageTaken > 0.01) previousPosition.xy = texcoord; #endif vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,0.0); @@ -410,10 +410,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){ void main() { /* DRAWBUFFERS:5 */ - - #ifdef TAA - vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0); float dataUnpacked = decodeVec2(texelFetch2D(colortex1,ivec2(gl_FragCoord.xy*RENDER_SCALE),0).w).y; diff --git a/shaders/lib/lpv_render.glsl b/shaders/lib/lpv_render.glsl index 608fd3b..d5d127b 100644 --- a/shaders/lib/lpv_render.glsl +++ b/shaders/lib/lpv_render.glsl @@ -3,6 +3,7 @@ const float LpvBlockBrightness = 1.0; float lpvCurve(float values) { + // return values; return pow(1.0 - sqrt(1.0-values), 2.0); } diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 9670d32..9d73398 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -1,4 +1,4 @@ -#define SHADER_VERSION_LABEL 478 // [478] +#define SHADER_VERSION_LABEL 479 // [479] #define saturate(x) clamp(x,0.0,1.0)