mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
same as last one but better
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@@ -435,8 +435,8 @@ void main() {
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#if defined DEPTH_WRITE_POM
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gl_FragDepth = gl_FragCoord.z;
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float original_depth = gl_FragCoord.z;
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float final_depth = gl_FragCoord.z;
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vec3 original_depth = playerpos;
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vec3 final_depth = fragpos;
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#endif
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#if !defined BLOCKENTITIES && !defined ENTITIES && !defined HAND && defined SHADER_GRASS && !defined COLORWHEEL && defined WORLD && !defined CUTOUT
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@@ -478,8 +478,8 @@ void main() {
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#if defined DEPTH_WRITE_POM
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vec3 truePos = fragpos + sumVec*inverseMatrix(tbnMatrix)*interval;
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final_depth = toClipSpace3(truePos).z;
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gl_FragDepth = final_depth;
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final_depth = truePos;
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gl_FragDepth = toClipSpace3(truePos).z;
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#endif
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}
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}
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@@ -706,8 +706,9 @@ void main() {
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Albedo.a = opaqueMasks;
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#if defined POM_OFFSET_SHADOW_BIAS && defined POM && (!defined ENTITIES && !defined HAND || defined COLORWHEEL)
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float pom_offset = abs(final_depth-original_depth);
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if(pom_offset > 0.0) Albedo.a = pom_offset*8.0;
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final_depth = mat3(gbufferModelViewInverse) * final_depth + gbufferModelViewInverse[3].xyz;
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float pom_offset = length(final_depth-original_depth);
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if(pom_offset > 0.0) Albedo.a = min(pom_offset*0.4, 0.4);
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#endif
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#endif
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@@ -1305,14 +1305,11 @@ void main() {
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shadowMapFalloff2 = 1.0;
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}
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vec3 shadowPlayerPos = feetPlayerPos;
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#if defined POM_OFFSET_SHADOW_BIAS && defined POM
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vec3 viewPos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z - POM_DEEPNESS / 20.0));
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vec3 feetPlayerPos2 = mat3(gbufferModelViewInverse) * viewPos2 + gbufferModelViewInverse[3].xyz;
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vec3 shadowPlayerPos = feetPlayerPos2;
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#else
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vec3 shadowPlayerPos = feetPlayerPos;
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shadowPlayerPos -= POM_DEEPNESS*normalize(feetPlayerPos);
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#endif
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#if LIGHTLEAKFIX_MODE == 1
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