From ea8602d400abe8691e490bdf39a65b09ee2846c1 Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Mon, 6 Oct 2025 19:24:51 +0200 Subject: [PATCH] Fix compile error with jitter DOF --- shaders/dimensions/all_solid.gsh | 20 ++++++++------------ 1 file changed, 8 insertions(+), 12 deletions(-) diff --git a/shaders/dimensions/all_solid.gsh b/shaders/dimensions/all_solid.gsh index f935618..041c1e4 100644 --- a/shaders/dimensions/all_solid.gsh +++ b/shaders/dimensions/all_solid.gsh @@ -66,8 +66,14 @@ vec4 toClipSpace3(vec3 viewSpacePosition) { return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z); } +uniform int frameCounter; +uniform int hideGUI; +uniform float aspectRatio; + #include "/lib/settings.glsl" #include "/lib/TAA_jitter.glsl" +#include "/lib/res_params.glsl" +#include "/lib/bokeh.glsl" uniform mat4 gbufferModelView; @@ -109,16 +115,6 @@ vec3 calculateNormal(vec3 v0, vec3 v1, vec3 v2) { return normalize(vec3(normal.x, normal.y, normal.z)); } -mat3 rotateY(float theta) { - float c = cos(theta); - float s = sin(theta); - return mat3( - vec3(c, 0, s), - vec3(0, 1, 0), - vec3(-s, 0, c) - ); -} - float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main() { @@ -325,11 +321,11 @@ void main() { float grassCurvature = smoothstep(0.0, 1.0, grassHeights[i]); - vertex.xz += 0.7*playerDist*vec2(dir2)*sqrt(grassCurvature); + vertex.xz += 0.7*playerDist*vec2(dir2)*grassCurvature; vertex.xz += grassCurvature*totalRandBend; - vertex += 1.6*calcMovePlants(vertex + cameraPosition)*grassCurvature; + vertex += 1.6*calcMovePlants(vertex + cameraPosition)*grassCurvature*grassCurvature; verticies[i] = vertex + 0.125 * worldOffset; }