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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 04:53:07 +08:00
Fix compile error with jitter DOF
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@@ -66,8 +66,14 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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uniform int frameCounter;
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uniform int hideGUI;
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uniform float aspectRatio;
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#include "/lib/settings.glsl"
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#include "/lib/TAA_jitter.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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uniform mat4 gbufferModelView;
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@@ -109,16 +115,6 @@ vec3 calculateNormal(vec3 v0, vec3 v1, vec3 v2) {
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return normalize(vec3(normal.x, normal.y, normal.z));
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}
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mat3 rotateY(float theta) {
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float c = cos(theta);
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float s = sin(theta);
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return mat3(
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vec3(c, 0, s),
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vec3(0, 1, 0),
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vec3(-s, 0, c)
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);
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}
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float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); }
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void main() {
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@@ -325,11 +321,11 @@ void main() {
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float grassCurvature = smoothstep(0.0, 1.0, grassHeights[i]);
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vertex.xz += 0.7*playerDist*vec2(dir2)*sqrt(grassCurvature);
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vertex.xz += 0.7*playerDist*vec2(dir2)*grassCurvature;
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vertex.xz += grassCurvature*totalRandBend;
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vertex += 1.6*calcMovePlants(vertex + cameraPosition)*grassCurvature;
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vertex += 1.6*calcMovePlants(vertex + cameraPosition)*grassCurvature*grassCurvature;
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verticies[i] = vertex + 0.125 * worldOffset;
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}
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