mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
216db6b84d
its very scary to look at
451 lines
17 KiB
GLSL
451 lines
17 KiB
GLSL
#version 120
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//Temporal Anti-Aliasing + Dynamic exposure calculations (vertex shader)
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
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//TAA OPTIONS
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const int noiseTextureResolution = 32;
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/*
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const int colortex0Format = RGBA16F; // low res clouds (deferred->composite2) + low res VL (composite5->composite15)
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const int colortex1Format = RGBA16; //terrain gbuffer (gbuffer->composite2)
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const int colortex2Format = RGBA16F; //forward + transparencies (gbuffer->composite4)
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const int colortex3Format = R11F_G11F_B10F; //frame buffer + bloom (deferred6->final)
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const int colortex4Format = RGBA16F; //light values and skyboxes (everything)
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#ifdef SCREENSHOT_MODE
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const int colortex5Format = RGBA32F; //TAA buffer (everything)
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#else
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const int colortex5Format = R11F_G11F_B10F; //TAA buffer (everything)
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#endif
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const int colortex6Format = R11F_G11F_B10F; //additionnal buffer for bloom (composite3->final)
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const int colortex7Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex8Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex9Format = RGBA8; //Final output, transparencies id (gbuffer->composite4)
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const int colortex10Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex13Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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// const int colortex15Format = RGBA16F; // flat normals and vanilla
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*/
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//no need to clear the buffers, saves a few fps
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/*
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const bool colortex0Clear = false;
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const bool colortex1Clear = false;
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const bool colortex2Clear = true;
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const bool colortex3Clear = false;
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const bool colortex4Clear = false;
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const bool colortex5Clear = false;
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const bool colortex6Clear = false;
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const bool colortex7Clear = false;
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*/
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varying vec2 texcoord;
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flat varying float exposureA;
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flat varying float tempOffsets;
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uniform sampler2D colortex3;
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uniform sampler2D colortex5;
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uniform sampler2D colortex0;
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uniform sampler2D colortex6;
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uniform sampler2D colortex7;
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uniform sampler2D colortex1;
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uniform sampler2D colortex10;
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uniform sampler2D colortex13;
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uniform sampler2D depthtex0;
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uniform sampler2D depthtex1;
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uniform vec2 texelSize;
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uniform float frameTimeCounter;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform int frameCounter;
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uniform int framemod8;
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uniform vec3 previousCameraPosition;
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uniform mat4 gbufferPreviousModelView;
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#define fsign(a) (clamp((a)*1e35,0.,1.)*2.-1.)
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#include "lib/projections.glsl"
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float luma(vec3 color) {
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return dot(color,vec3(0.21, 0.72, 0.07));
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}
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float interleaved_gradientNoise(){
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return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+tempOffsets);
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}
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float triangularize(float dither)
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{
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float center = dither*2.0-1.0;
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dither = center*inversesqrt(abs(center));
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return clamp(dither-fsign(center),0.0,1.0);
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}
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vec3 fp10Dither(vec3 color,float dither){
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const vec3 mantissaBits = vec3(6.,6.,5.);
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vec3 exponent = floor(log2(color));
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return color + dither*exp2(-mantissaBits)*exp2(exponent);
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}
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//returns the projected coordinates of the closest point to the camera in the 3x3 neighborhood
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vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
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{
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vec2 du = vec2(texelSize.x*2., 0.0);
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vec2 dv = vec2(0.0, texelSize.y*2.);
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vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
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vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
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vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
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vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
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vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z? dtr : dmin;
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dmin = dmin.z > dtl.z? dtl : dmin;
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dmin = dmin.z > dbl.z? dbl : dmin;
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dmin = dmin.z > dbr.z? dbr : dmin;
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#ifdef TAA_UPSCALING
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dmin.xy = dmin.xy/RENDER_SCALE;
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#endif
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return dmin;
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}
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//Modified texture interpolation from inigo quilez
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vec4 smoothfilter(in sampler2D tex, in vec2 uv)
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{
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vec2 textureResolution = vec2(viewWidth,viewHeight);
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uv = uv*textureResolution + 0.5;
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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uv = iuv + fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0);
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uv = (uv - 0.5)/textureResolution;
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return texture2D( tex, uv);
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}
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//Due to low sample count we "tonemap" the inputs to preserve colors and smoother edges
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vec3 weightedSample(sampler2D colorTex, vec2 texcoord){
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vec3 wsample = texture2D(colorTex,texcoord).rgb*exposureA;
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return wsample/(1.0+luma(wsample));
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}
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//from : https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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vec4 SampleTextureCatmullRom(sampler2D tex, vec2 uv, vec2 texSize )
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 samplePos = uv * texSize;
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vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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vec2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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vec2 w0 = f * ( -0.5 + f * (1.0 - 0.5*f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5*f);
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vec2 w2 = f * ( 0.5 + f * (2.0 - 1.5*f) );
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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vec2 w12 = w1 + w2;
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vec2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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vec2 texPos0 = texPos1 - vec2(1.0);
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vec2 texPos3 = texPos1 + vec2(2.0);
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vec2 texPos12 = texPos1 + offset12;
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texPos0 *= texelSize;
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texPos3 *= texelSize;
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texPos12 *= texelSize;
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vec4 result = vec4(0.0);
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result += texture2D(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y;
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result += texture2D(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y;
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result += texture2D(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y;
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result += texture2D(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y;
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result += texture2D(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y;
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result += texture2D(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y;
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result += texture2D(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y;
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result += texture2D(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y;
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result += texture2D(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y;
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return result;
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}
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float R2_dither(){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha.x * gl_FragCoord.x + alpha.y * gl_FragCoord.y + 1.0/1.6180339887 * frameCounter);
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}
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//approximation from SMAA presentation from siggraph 2016
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vec3 FastCatmulRom(sampler2D colorTex, vec2 texcoord, vec4 rtMetrics, float sharpenAmount)
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{
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vec2 position = rtMetrics.zw * texcoord;
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vec2 centerPosition = floor(position - 0.5) + 0.5;
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vec2 f = position - centerPosition;
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vec2 f2 = f * f;
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vec2 f3 = f * f2;
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float c = sharpenAmount;
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vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
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vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
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vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
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vec2 w3 = c * f3 - c * f2;
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vec2 w12 = w1 + w2;
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vec2 tc12 = rtMetrics.xy * (centerPosition + w2 / w12);
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vec3 centerColor = texture2D(colorTex, vec2(tc12.x, tc12.y)).rgb;
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vec2 tc0 = rtMetrics.xy * (centerPosition - 1.0);
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vec2 tc3 = rtMetrics.xy * (centerPosition + 2.0);
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vec4 color = vec4(texture2D(colorTex, vec2(tc12.x, tc0.y )).rgb, 1.0) * (w12.x * w0.y ) +
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vec4(texture2D(colorTex, vec2(tc0.x, tc12.y)).rgb, 1.0) * (w0.x * w12.y) +
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vec4(centerColor, 1.0) * (w12.x * w12.y) +
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vec4(texture2D(colorTex, vec2(tc3.x, tc12.y)).rgb, 1.0) * (w3.x * w12.y) +
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vec4(texture2D(colorTex, vec2(tc12.x, tc3.y )).rgb, 1.0) * (w12.x * w3.y );
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return color.rgb/color.a;
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}
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vec3 clip_aabb(vec3 q,vec3 aabb_min, vec3 aabb_max)
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{
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vec3 p_clip = 0.5 * (aabb_max + aabb_min);
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vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
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vec3 v_clip = q - vec3(p_clip);
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vec3 v_unit = v_clip.xyz / e_clip;
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vec3 a_unit = abs(v_unit);
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float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
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if (ma_unit > 1.0)
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return vec3(p_clip) + v_clip / ma_unit;
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else
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return q;
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}
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vec3 toClipSpace3Prev(vec3 viewSpacePosition) {
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return projMAD(gbufferPreviousProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
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}
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vec3 tonemap(vec3 col){
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return col/(1+luma(col));
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}
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vec3 invTonemap(vec3 col){
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return col/(1-luma(col));
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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vec2(-3,-5.)/8.,
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vec2(-5.,5.)/8.,
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vec2(-7.,-1.)/8.,
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vec2(3,7.)/8.,
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vec2(7.,-7.)/8.);
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vec3 TAA_hq(bool hand, bool istranslucent){
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#ifdef TAA_UPSCALING
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vec2 adjTC = clamp(texcoord*RENDER_SCALE, vec2(0.0),RENDER_SCALE-texelSize*2.);
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#else
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vec2 adjTC = texcoord;
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#endif
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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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vec3 closestToCamera = closestToCamera5taps(adjTC, depthtex0);
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#endif
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#ifndef CLOSEST_VELOCITY
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vec3 closestToCamera = vec3(texcoord,texture2D(depthtex1,adjTC).x);
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#endif
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//reproject previous frame
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vec3 fragposition = toScreenSpace(closestToCamera);
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fragposition = mat3(gbufferModelViewInverse) * fragposition + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * fragposition + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev(previousPosition);
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vec2 velocity = previousPosition.xy - closestToCamera.xy;
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previousPosition.xy = texcoord + velocity;
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//reject history if off-screen and early exit
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)
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return smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz;
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#ifdef TAA_UPSCALING
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vec3 albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).xyz;
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// Interpolating neighboorhood clampling boundaries between pixels
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vec3 cMax = texture2D(colortex0, adjTC).rgb;
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vec3 cMin = texture2D(colortex6, adjTC).rgb;
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#else
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vec3 albedoCurrent0 = texture2D(colortex3, adjTC).rgb;
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vec3 albedoCurrent1 = texture2D(colortex3, adjTC + vec2(texelSize.x,texelSize.y)).rgb;
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vec3 albedoCurrent2 = texture2D(colortex3, adjTC + vec2(texelSize.x,-texelSize.y)).rgb;
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vec3 albedoCurrent3 = texture2D(colortex3, adjTC + vec2(-texelSize.x,-texelSize.y)).rgb;
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vec3 albedoCurrent4 = texture2D(colortex3, adjTC + vec2(-texelSize.x,texelSize.y)).rgb;
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vec3 albedoCurrent5 = texture2D(colortex3, adjTC + vec2(0.0,texelSize.y)).rgb;
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vec3 albedoCurrent6 = texture2D(colortex3, adjTC + vec2(0.0,-texelSize.y)).rgb;
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vec3 albedoCurrent7 = texture2D(colortex3, adjTC + vec2(-texelSize.x,0.0)).rgb;
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vec3 albedoCurrent8 = texture2D(colortex3, adjTC + vec2(texelSize.x,0.0)).rgb;
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//Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood
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vec3 cMax = max(max(max(albedoCurrent0,albedoCurrent1),albedoCurrent2),max(albedoCurrent3,max(albedoCurrent4,max(albedoCurrent5,max(albedoCurrent6,max(albedoCurrent7,albedoCurrent8))))));
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vec3 cMin = min(min(min(albedoCurrent0,albedoCurrent1),albedoCurrent2),min(albedoCurrent3,min(albedoCurrent4,min(albedoCurrent5,min(albedoCurrent6,min(albedoCurrent7,albedoCurrent8))))));
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albedoCurrent0 = smoothfilter(colortex3, adjTC + offsets[framemod8]*texelSize*0.5).rgb;
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#endif
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#ifndef NO_CLIP
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vec3 albedoPrev = max(FastCatmulRom(colortex5, previousPosition.xy,vec4(texelSize, 1.0/texelSize), 0.75).xyz, 0.0);
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vec3 finalcAcc = clamp(albedoPrev,cMin,cMax);
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//Increases blending factor when far from AABB and in motion, reduces ghosting
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float isclamped = distance(albedoPrev,finalcAcc)/luma(albedoPrev) * 0.5;
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float movementRejection = (0.12+isclamped)*clamp(length(velocity/texelSize),0.0,1.0);
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float test = 0.05;
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if(hand) movementRejection *= 5;
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if(istranslucent) test = 0.1;
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//Blend current pixel with clamped history, apply fast tonemap beforehand to reduce flickering
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// vec3 supersampled = invTonemap(mix(tonemap(finalcAcc),tonemap(albedoCurrent0),clamp(BLEND_FACTOR + movementRejection, min(luma(motionVector) *255,1.0),1.)));
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vec3 supersampled = invTonemap(mix(tonemap(finalcAcc),tonemap(albedoCurrent0),clamp(BLEND_FACTOR + movementRejection, test,1.)));
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#endif
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#ifdef NO_CLIP
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vec3 albedoPrev = texture2D(colortex5, previousPosition.xy).xyz;
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vec3 supersampled = mix(albedoPrev,albedoCurrent0,clamp(0.05,0.,1.));
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#endif
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//De-tonemap
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return supersampled;
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}
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vec3 decode (vec2 encn){
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vec3 n = vec3(0.0);
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encn = encn * 2.0 - 1.0;
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n.xy = abs(encn);
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n.z = 1.0 - n.x - n.y;
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n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn;
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return clamp(normalize(n.xyz),-1.0,1.0);
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}
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vec2 decodeVec2(float a){
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const vec2 constant1 = 65535. / vec2( 256., 65536.);
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const float constant2 = 256. / 255.;
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return fract( a * constant1 ) * constant2 ;
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}
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vec2 R2_samples(int n){
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vec2 alpha = vec2(0.75487765, 0.56984026);
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return fract(alpha * n)*2.-1.0;
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}
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vec4 TAA_hq_render(){
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#ifdef TAA_UPSCALING
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vec2 adjTC = clamp(texcoord*RENDER_SCALE, vec2(0.0),RENDER_SCALE-texelSize*2.);
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#else
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vec2 adjTC = texcoord;
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#endif
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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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vec3 closestToCamera = closestToCamera5taps(adjTC,depthtex0);
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#endif
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#ifndef CLOSEST_VELOCITY
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vec3 closestToCamera = vec3(texcoord,texture2D(depthtex0,adjTC).x);
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#endif
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//reproject previous frame
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vec3 fragposition = toScreenSpace(closestToCamera);
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fragposition = mat3(gbufferModelViewInverse) * fragposition + gbufferModelViewInverse[3].xyz + (cameraPosition - previousCameraPosition);
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vec3 previousPosition = mat3(gbufferPreviousModelView) * fragposition + gbufferPreviousModelView[3].xyz;
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previousPosition = toClipSpace3Prev(previousPosition);
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vec2 velocity = previousPosition.xy - closestToCamera.xy;
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previousPosition.xy = texcoord + velocity;
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// //reject history if off-screen and early exit
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if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)
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return vec4(smoothfilter(colortex3, adjTC + R2_samples(frameCounter)*texelSize*0.5).xyz, 1.0);
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vec3 albedoCurrent0 = smoothfilter(colortex3, adjTC + R2_samples(frameCounter)*texelSize*0.5).xyz;
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float rej = 0.0;
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vec4 albedoPrev = texture2D(colortex5, previousPosition.xy);
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vec3 supersampled = albedoPrev.rgb * albedoPrev.a + albedoCurrent0;
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if (length(velocity) > 1e-6) return vec4(albedoCurrent0,1.0);
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return vec4(supersampled/(albedoPrev.a+1.0), albedoPrev.a+1.0);
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}
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void main() {
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/* DRAWBUFFERS:5 */
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// vec3 motionVector = texture2D(colortex10,texcoord).xyz ;
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// vec3 viewpos = motionVector;
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// vec3 eyepos = mat3(gbufferModelViewInverse) * viewpos;
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// vec3 worldPos = eyepos + (cameraPosition + gbufferModelViewInverse[3].xyz);
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// vec3 feetPos = worldPos - cameraPosition;
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// vec4 clippos = gbufferProjection * vec4(viewpos,1.0);
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// vec3 ndcPos = projectAndDivide(gbufferProjectionInverse, viewpos);
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// vec3 screenPos = ndcPos * 0.5 + 0.5;
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// vec3 movement = ( cameraPosition - previousCameraPosition);
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gl_FragData[0].a = 1.0;
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#ifndef SPLIT_RENDER
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#ifdef SCREENSHOT_MODE
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vec4 color = TAA_hq_render();
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gl_FragData[0] = color;
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#else
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#ifdef TAA
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vec4 data = texture2D(colortex1,texcoord* RENDER_SCALE); // terraom
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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bool translucentCol = texture2D(colortex13,texcoord * RENDER_SCALE).a > 0.0; // translucents
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vec3 color = TAA_hq(hand, translucentCol);
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gl_FragData[0].rgb = clamp(fp10Dither(color ,triangularize(R2_dither())),6.11*1e-5,65000.0);
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#endif
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#ifndef TAA
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vec3 color = clamp(fp10Dither(texture2D(colortex3,texcoord).rgb,triangularize(interleaved_gradientNoise())),0.,65000.);
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gl_FragData[0].rgb = color;
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#endif
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#endif
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#endif
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#ifdef SPLIT_RENDER
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if(texcoord.x > 0.5){
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vec4 color = TAA_hq_render();
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gl_FragData[0] = color;
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}else{
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vec4 data = texture2D(colortex1,texcoord* RENDER_SCALE); // terraom
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vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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bool translucentCol = texture2D(colortex13,texcoord * RENDER_SCALE).a > 0.0; // translucents
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|
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vec3 color = TAA_hq(hand, translucentCol);
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gl_FragData[0].rgb = clamp(fp10Dither(color ,triangularize(R2_dither())),6.11*1e-5,65000.0);
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|
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}
|
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#endif
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}
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