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Small Change for 6.3.0
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Functions can no longer share names.
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BlueSkyDefender committed Sep 14, 2024
1 parent 48d4625 commit 2f9ca1f
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Showing 2 changed files with 9 additions and 9 deletions.
4 changes: 2 additions & 2 deletions Shaders/Flair.fx
Original file line number Diff line number Diff line change
Expand Up @@ -577,7 +577,7 @@ float3 GlammorB(float2 texcoord )
#endif

// Spread the blur a bit more.
void Glammor(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float3 GBloom : SV_Target)
void Glammor_Out(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float3 GBloom : SV_Target)
{ GBloom = 0;
float GI = Flare_Power, AL = smoothstep(0,1,1. - tex2D(SamplerAvgLumG,0.0).x);
if(Auto_Flare_Intensity)
Expand Down Expand Up @@ -757,7 +757,7 @@ technique Flair
pass Star
{
VertexShader = PostProcessVS;
PixelShader = Glammor;
PixelShader = Glammor_Out;
RenderTarget = texFlare;
}
pass Lum
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14 changes: 7 additions & 7 deletions Shaders/GloomAO.fx
Original file line number Diff line number Diff line change
Expand Up @@ -992,7 +992,7 @@ float4 CEAGD_V_SSDO(float4 vpos : SV_Position, float2 texcoords : TEXCOORD) : SV
return Denoise(SamplerSSDOH, texcoords, EvenSteven[clamp(SamplesXY,0,20)], 1, 2.5 );
}

float4 TAA_SSDO(float2 texcoords,float Mip)
float4 TAA_SSDO_Helper(float2 texcoords,float Mip)
{
return tex2Dlod(SamplerSSDOV, float4(texcoords, 0, Mip)).rgba;
}
Expand All @@ -1001,22 +1001,22 @@ float4 TAA_SSDO(float4 vpos : SV_Position, float2 texcoords : TEXCOORD) : SV_Tar
{
float Per = 1-Persistence;
float4 PastColor = tex2Dlod(SSDOaccuFrames,float4(texcoords,0,0) );//Past Back Buffer
PastColor = (1-Per) * TAA_SSDO(texcoords, 0) + Per * PastColor;
PastColor = (1-Per) * TAA_SSDO_Helper(texcoords, 0) + Per * PastColor;

float3 antialiased = PastColor.xyz;
float mixRate = min(PastColor.w, 0.5), MB = 0.0;//WIP

float3 BB = TAA_SSDO(texcoords, 0).rgb;
float3 BB = TAA_SSDO_Helper(texcoords, 0).rgb;

antialiased = lerp(antialiased * antialiased, BB * BB, mixRate);
antialiased = sqrt(antialiased);

float3 minColor = encodePalYuv( TAA_SSDO(texcoords, 0).rgb ) - MB;
float3 maxColor = encodePalYuv( TAA_SSDO(texcoords, 0).rgb ) + MB;
float3 minColor = encodePalYuv( TAA_SSDO_Helper(texcoords, 0).rgb ) - MB;
float3 maxColor = encodePalYuv( TAA_SSDO_Helper(texcoords, 0).rgb ) + MB;
for(int i = 1; i < 8; ++i)
{ //DX9 work around.
minColor = min(minColor,encodePalYuv( TAA_SSDO( texcoords + XYoffset[i], 0).rgb )) - MB;
maxColor = max(maxColor,encodePalYuv( TAA_SSDO( texcoords + XYoffset[i], 0).rgb )) + MB;
minColor = min(minColor,encodePalYuv( TAA_SSDO_Helper( texcoords + XYoffset[i], 0).rgb )) - MB;
maxColor = max(maxColor,encodePalYuv( TAA_SSDO_Helper( texcoords + XYoffset[i], 0).rgb )) + MB;
}
antialiased = encodePalYuv(antialiased);

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