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potential error fix in composite5.fsh
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@ -1181,7 +1181,7 @@ void main() {
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vec3 lightningColor = (lightningEffect / 3) * (max(eyeBrightnessSmooth.y,0)/240.);
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vec3 ambientColVol = max((averageSkyCol_Clouds / 30.0) * custom_lightmap_T, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision)) ;
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waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
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// waterVolumetrics(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth, estimatedSunDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(feetPlayerPos_normalized, WsunVec));
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}
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#else
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if (iswater && isEyeInWater == 0){
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@ -1201,7 +1201,9 @@ void main() {
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//////// DEBUG VIEW STUFF
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#if DEBUG_VIEW == debug_SHADOWMAP
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gl_FragData[0].rgb = (shadowMapFalloff > 0.0 ? vec3(1.0,1.0,1.0) : vec3(1.0,0.25,0.25)) * shadowMap ;
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vec3 OutsideShadowMap_and_DH_shadow = (shadowMapFalloff > 0.0 && z >= 1.0) ? vec3(0.25,1.0,0.25) : vec3(1.0,0.25,0.25);
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vec3 Normal_Shadowmap = z < 1.0 ? vec3(0.25,0.25,1.0) : OutsideShadowMap_and_DH_shadow;
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gl_FragData[0].rgb = Normal_Shadowmap * shadowMap;
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#endif
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#if DEBUG_VIEW == debug_NORMALS
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gl_FragData[0].rgb = normal;
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@ -237,7 +237,7 @@ vec4 TAA_hq(){
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//use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion
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#ifdef CLOSEST_VELOCITY
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#ifdef DISTANT_HORIZONS
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vec3 closestToCamera = closestToCamera5taps(adjTC, texture2D(depthtex0,adjTC).x < 1.0 ? depthtex0 : dhDepthTex);
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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
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#else
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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
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#endif
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