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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
fix little mistakes in screenspace ambient effect functions.
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@ -210,8 +210,6 @@ vec3 BilateralFiltering(sampler2D tex, sampler2D depth,vec2 coord,float frDepth,
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}
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float interleaved_gradientNoise(){
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vec2 coord = gl_FragCoord.xy + (frameCounter%40000) * 2.0;
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// vec2 coord = gl_FragCoord.xy + frameTimeCounter;
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// vec2 coord = gl_FragCoord.xy;
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float noise = fract( 52.9829189 * fract( (coord.x * 0.06711056) + (coord.y * 0.00583715)) );
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return noise ;
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}
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@ -626,9 +624,10 @@ void main() {
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float z0 = texture2D(depthtex0,texcoord).x;
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float z = texture2D(depthtex1,texcoord).x;
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vec2 bnoise = blueNoise(gl_FragCoord.xy).rg;
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int seed = (frameCounter%40000) + frameCounter*2;
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float noise = fract(R2_samples(seed).y + blueNoise(gl_FragCoord.xy).y);
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float blueNoise = blueNoise();
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float noise = fract(R2_samples(seed).y + bnoise.y);
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float noise_2 = blueNoise();
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vec2 tempOffset = TAA_Offset;
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vec3 viewPos = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5,z));
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@ -752,7 +751,7 @@ void main() {
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Background = Background * Clouds.a + Clouds.rgb;
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#endif
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(blueNoise)), 0.0, 65000.);
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gl_FragData[0].rgb = clamp(fp10Dither(Background, triangularize(noise_2)), 0.0, 65000.);
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#endif
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#if defined NETHER_SHADER || defined END_SHADER
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@ -1045,7 +1044,7 @@ void main() {
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#if indirect_effect == 2
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vec3 AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) );
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + blueNoise(gl_FragCoord.xy).rg);
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vec2 r2 = fract(R2_samples((frameCounter%40000) + frameCounter*2) + bnoise);
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if (!hand) AO = ambient_occlusion(vec3(texcoord/RENDER_SCALE-TAA_Offset*texelSize*0.5,z), viewPos, worldToView(slopednormal), r2) * vec3(1.0);
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Indirect_lighting *= AO;
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@ -1053,7 +1052,7 @@ void main() {
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// RTAO and/or SSGI
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#if indirect_effect == 3 || indirect_effect == 4
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if (!hand) ApplySSRT(Indirect_lighting, normal, blueNoise(gl_FragCoord.xy).xy, viewPos, lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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if (!hand) ApplySSRT(Indirect_lighting, normal, vec3(bnoise, noise_2), viewPos, lightmap.xy, AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), isGrass);
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#endif
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#ifdef SSS_view
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@ -1137,7 +1136,7 @@ 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, blueNoise, 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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@ -1148,7 +1147,7 @@ void main() {
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vec3 ambientColVol = max(vec3(1.0,0.5,1.0) * 0.3, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision));
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, blueNoise, totEpsilon, scatterCoef, ambientColVol);
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waterVolumetrics_notoverworld(gl_FragData[0].rgb, viewPos0, viewPos, estimatedDepth , estimatedDepth, Vdiff, noise_2, totEpsilon, scatterCoef, ambientColVol);
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}
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#endif
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// vec3 testPos = feetPlayerPos_normalized + vec3(lightningBoltPosition.x, clamp(feetPlayerPos.y, lightningBoltPosition.y, lightningBoltPosition.y+150.0),lightningBoltPosition.z);
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@ -215,7 +215,7 @@ vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
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return vec3(1.1);
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}
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void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){
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void ApplySSRT(inout vec3 lighting, vec3 normal, vec3 noise, vec3 viewPos, vec2 lightmaps, vec3 skylightcolor, vec3 torchcolor, bool isGrass){
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int nrays = RAY_COUNT;
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vec3 radiance = vec3(0.0);
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@ -230,17 +230,16 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 viewPos, vec2 li
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vec3 torchlight = vec3(0.0);
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DoRTAmbientLighting(torchcolor, lightmaps, skyLM, torchlight, skylightcolor);
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vec2 noisey = blueNoise(gl_FragCoord.xy).xy;
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for (int i = 0; i < nrays; i++){
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int seed = (frameCounter%40000)*nrays+i;
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vec2 ij = fract(R2_samples(seed) + noise);
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vec2 ij = fract(R2_samples(seed) + noise.xy);
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vec3 rayDir = TangentToWorld(normal, normalize(cosineHemisphereSample(ij)) ,1.0);
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#ifdef HQ_SSGI
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vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, blueNoise(), 50.); // ssr rt
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vec3 rayHit = rayTrace_GI( mat3(gbufferModelView) * rayDir, viewPos, noise.z, 50.); // ssr rt
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#else
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vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, blueNoise(), 30.); // choc sspt
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vec3 rayHit = RT(mat3(gbufferModelView)*rayDir, viewPos, noise.z, 30.); // choc sspt
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#endif
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#ifdef SKY_CONTRIBUTION_IN_SSRT
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