mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
fix compile errors when camera grid lines was enabled.
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@@ -79,23 +79,6 @@ float convertHandDepth_2(in float depth, bool hand) {
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#include "/lib/gameplay_effects.glsl"
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void doCameraGridLines(inout vec3 color, vec2 UV){
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float lineThicknessY = 0.001;
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float lineThicknessX = lineThicknessY/aspectRatio;
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float horizontalLines = abs(UV.x-0.33);
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horizontalLines = min(abs(UV.x-0.66), horizontalLines);
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float verticalLines = abs(UV.y-0.33);
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verticalLines = min(abs(UV.y-0.66), verticalLines);
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float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
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if(hideGUI > 0.0) gridLines = 0.0;
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color = mix(color, vec3(1.0), gridLines);
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}
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vec3 doMotionBlur(inout vec2 texcoord, float depth, float noise, bool hand){
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float samples = 4.0;
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@@ -145,9 +128,9 @@ float doVignette( in vec2 texcoord, in float noise){
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return mix(1.0, vignette, float(VIGNETTE_AMOUNT)/100.0);
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}
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void doCinematicBorders( inout vec3 color ){
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void doCinematicBorders( inout vec3 color, in vec2 texcoord){
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// center + absolute value so you can check both directions at once.
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vec2 uv = abs(gl_FragCoord.xy*texelSize - 0.5) * 2.0;
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vec2 uv = abs(texcoord - 0.5) * 2.0;
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// lol
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#if CINEMATIC_BORDER_COVERAGE_VERTICAL > 0 || CINEMATIC_BORDER_COVERAGE_HORIZONTAL > 0
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if(
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@@ -164,12 +147,30 @@ void doCinematicBorders( inout vec3 color ){
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#endif
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}
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void doCameraGridLines(inout vec3 color, in vec2 texcoord){
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float lineThicknessY = 0.001;
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float lineThicknessX = lineThicknessY/aspectRatio;
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float horizontalLines = abs(texcoord.x-0.33);
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horizontalLines = min(abs(texcoord.x-0.66), horizontalLines);
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float verticalLines = abs(texcoord.y-0.33);
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verticalLines = min(abs(texcoord.y-0.66), verticalLines);
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float gridLines = horizontalLines < lineThicknessX || verticalLines < lineThicknessY ? 1.0 : 0.0;
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if(hideGUI > 0.0) gridLines = 0.0;
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color = mix(color, vec3(1.0), gridLines);
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}
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void main() {
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float noise = interleaved_gradientNoise();
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// pass texcoords through various functions modifying it, so that they are able to stack together
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vec2 texcoord_offset = gl_FragCoord.xy*texelSize;
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec2 texcoord_offset = texcoord;
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#if PIXEL_ZOOM > 0
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texcoord_offset = 0.5 + (texcoord_offset-0.5) - (texcoord_offset-0.5) * (float(PIXEL_ZOOM)/100.0f);
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@@ -204,7 +205,7 @@ void main() {
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#endif
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#if CINEMATIC_BORDER_COVERAGE_VERTICAL > 0 || CINEMATIC_BORDER_COVERAGE_HORIZONTAL > 0
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doCinematicBorders(COLOR);
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doCinematicBorders(COLOR, texcoord);
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#endif
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#ifdef CAMERA_GRIDLINES
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