mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
remove usage of DRAWBUFFERS in favor of RENDERTARGETS. ensure i stop writing undefined data to some buffers.
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@@ -224,7 +224,9 @@ void main() {
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gl_FragData[1].a = 0.0;
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#if EMISSIVE_TYPE == 0
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gl_FragData[2] = vec4(0.0,0.0,0.0,0.0);
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#if EMISSIVE_TYPE == 0
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gl_FragData[2].a = 0.0;
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#else
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gl_FragData[2].a = EMISSIVE;
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@@ -589,6 +589,7 @@ void main() {
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// SpecularTex.r = max(SpecularTex.r, rainfall);
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// SpecularTex.g = max(SpecularTex.g, max(Puddle_shape*0.02,0.02));
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
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gl_FragData[1].rg = SpecularTex.rg;
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#if EMISSIVE_TYPE == 0
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@@ -16,7 +16,7 @@ vec3 toLinear(vec3 sRGB){
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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/* DRAWBUFFERS:2 */
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/* RENDERTARGETS:2 */
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void main() {
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@@ -208,7 +208,7 @@ vec3 blackbody(float Temp)
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}
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void main() {
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/* DRAWBUFFERS:7 */
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/* RENDERTARGETS:7 */
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float vignette = (1.5-dot(texcoord-0.5,texcoord-0.5)*2.);
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float bloomyFog_Mult = BLOOMY_FOG;
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@@ -163,7 +163,7 @@ vec3 chromaticAberration(vec2 UV){
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void main() {
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/* DRAWBUFFERS:7 */
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/* RENDERTARGETS:7 */
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#ifdef CHROMATIC_ABERRATION
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vec3 color = chromaticAberration(texcoord);
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@@ -185,5 +185,5 @@ void main() {
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color = colorGrading(color);
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#endif
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gl_FragData[0].rgb = clamp(int8Dither(color, texcoord),0.0,1.0);
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gl_FragData[0] = vec4(clamp(int8Dither(color, texcoord),0.0,1.0), 0.0);
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}
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@@ -17,7 +17,7 @@ uniform float viewWidth;
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:06 */
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/* RENDERTARGETS:0,6 */
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vec2 screenEdges = 2.0/vec2(viewWidth, viewHeight);
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vec2 jitter = offsets[framemod8]*texelSize*0.5;
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ivec2 center = ivec2(clamp(gl_FragCoord.xy*texelSize, screenEdges, 1.0-screenEdges)/texelSize);
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@@ -415,7 +415,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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void main() {
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/* DRAWBUFFERS:5 */
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/* RENDERTARGETS:5 */
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#if TAA_MODE > 0
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vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0);
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@@ -22,7 +22,7 @@ vec2 decodeVec2(float a){
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void main() {
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/* DRAWBUFFERS:3 */
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/* RENDERTARGETS:3 */
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vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
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vec2 quarterResTC = gl_FragCoord.xy*2.0*resScale*texelSize;
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@@ -10,7 +10,7 @@ uniform float viewHeight;
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void main() {
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/* DRAWBUFFERS:6 */
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/* RENDERTARGETS:6 */
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vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.);
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vec2 quarterResTC = gl_FragCoord.xy*2.*texelSize;
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@@ -24,7 +24,7 @@ vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:6 */
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/* RENDERTARGETS:6 */
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vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
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vec2 gaussDir = vec2(1.0,0.0);
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@@ -23,7 +23,7 @@ vec3 gauss1D(vec2 coord,vec2 dir,float alpha,int maxIT){
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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/* DRAWBUFFERS:6 */
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/* RENDERTARGETS:6 */
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vec2 texcoord = (gl_FragCoord.xy*vec2(2.0,4.0))*texelSize;
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vec2 gaussDir = vec2(0.0,1.0);
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@@ -207,7 +207,7 @@ vec2 R2_samples(float n){
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void main() {
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/* DRAWBUFFERS:4 */
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/* RENDERTARGETS:4 */
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gl_FragData[0] = vec4(0.0);
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