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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix critical damage effect when temporal upscaling was enabled.
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396c9edba7
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@ -399,7 +399,7 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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//////////////////////////////// ////////////////////////////////
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float textureLOD = bias();
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float textureLOD = bias();
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
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#if defined HAND
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#if defined HAND
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if (Albedo.a < 0.1) discard;
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if (Albedo.a < 0.1) discard;
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#endif
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#endif
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@ -553,7 +553,7 @@ void main() {
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vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
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vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
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vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[2] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO);
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gl_FragData[2] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO);
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@ -41,11 +41,11 @@ const bool colortex15Clear = false;
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#ifdef SCREENSHOT_MODE
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#ifdef SCREENSHOT_MODE
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/*
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/*
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const int colortex5Format = RGBA32F; //TAA buffer (everything)
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const int colortex5Format = RGBA32F;// TAA buffer (everything)
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*/
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*/
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#else
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#else
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/*
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/*
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const int colortex5Format = RGBA16F; //TAA buffer (everything)
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const int colortex5Format = R11F_G11F_B10F; // TAA buffer (everything)
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*/
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*/
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#endif
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#endif
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@ -374,7 +374,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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#endif
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#endif
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#ifdef DAMAGE_TAKEN_EFFECT
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#ifdef DAMAGE_TAKEN_EFFECT
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// when this triggers, use current frame UV to sample history, for a funny trailing effect.
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// when this triggers, use current frame UV to sample history, for a funny trailing effect.
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if(CriticalDamageTaken > 0.01) previousPosition.xy = adjTC;
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if(CriticalDamageTaken > 0.01) previousPosition.xy = texcoord;
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#endif
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#endif
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vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,0.0);
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vec3 frameHistory = max(FastCatmulRom(colortex5, previousPosition.xy, vec4(texelSize, 1.0/texelSize), 0.75).xyz,0.0);
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@ -410,10 +410,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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void main() {
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void main() {
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/* DRAWBUFFERS:5 */
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/* DRAWBUFFERS:5 */
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#ifdef TAA
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#ifdef TAA
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vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
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vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
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float dataUnpacked = decodeVec2(texelFetch2D(colortex1,ivec2(gl_FragCoord.xy*RENDER_SCALE),0).w).y;
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float dataUnpacked = decodeVec2(texelFetch2D(colortex1,ivec2(gl_FragCoord.xy*RENDER_SCALE),0).w).y;
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@ -3,6 +3,7 @@ const float LpvBlockBrightness = 1.0;
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float lpvCurve(float values) {
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float lpvCurve(float values) {
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// return values;
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return pow(1.0 - sqrt(1.0-values), 2.0);
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return pow(1.0 - sqrt(1.0-values), 2.0);
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}
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}
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 478 // [478]
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#define SHADER_VERSION_LABEL 479 // [479]
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#define saturate(x) clamp(x,0.0,1.0)
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#define saturate(x) clamp(x,0.0,1.0)
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