Fix blur step
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8dc552f8b7
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7f830948e2
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@ -19,8 +19,7 @@ out vec4 fragColor;
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const float weight[10] = float[] (0.132572, 0.125472, 0.106373, 0.08078, 0.05495, 0.033482, 0.018275, 0.008934, 0.003912, 0.001535);
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void main() {
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vec2 step = (dir / screenSize.xy / 4) * bloomRadius * 2.0;
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// vec2 step = (dir / 200) * bloomRadius;
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vec2 step = (dir / screenSize.xy) * bloomRadius;
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fragColor.rgb = texture(tex, texCoord).rgb * weight[0];
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@ -43,5 +42,5 @@ void main() {
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fragColor.rgb += texture(tex, texCoord + step * 9.5).rgb * weight[9];
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fragColor.rgb += texture(tex, texCoord - step * 9.5).rgb * weight[9];
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fragColor.rgb *= bloomStrength / 10;
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fragColor.rgb *= bloomStrength / 5;
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}
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@ -381,6 +381,10 @@ def make_bloom_pass(stages, node_group, node):
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=2, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y')
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make_quad_pass(stages, node_group, node, target_index=3, bind_target_indices=[2], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_x')
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make_quad_pass(stages, node_group, node, target_index=1, bind_target_indices=[3], bind_target_constants=['tex'], shader_context='blur_gaus_pass/blur_gaus_pass/blur_gaus_pass_y_blend')
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def make_motion_blur_pass(stages, node_group, node):
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@ -289,8 +289,8 @@ def init_properties():
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],
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name="SSGI Rays", description="Number of rays to trace for RTAO/RTGI", default='5', update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_threshold = bpy.props.FloatProperty(name="Threshold", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_strength = bpy.props.FloatProperty(name="Strength", default=5.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_radius = bpy.props.FloatProperty(name="Radius", default=5.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_strength = bpy.props.FloatProperty(name="Strength", default=3.5, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_bloom_radius = bpy.props.FloatProperty(name="Radius", default=3.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_motion_blur_intensity = bpy.props.FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssr_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.04, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssr_min_ray_step = bpy.props.FloatProperty(name="Ray Step Min", default=0.05, update=assets.invalidate_shader_cache)
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