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85 lines
2.9 KiB
GLSL
85 lines
2.9 KiB
GLSL
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#define FUNC_NEVER 512 // 0x0200
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#define FUNC_LESS 513 // 0x0201
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#define FUNC_EQUAL 514 // 0x0202
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#define FUNC_LEQUAL 515 // 0x0203
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#define FUNC_GREATER 516 // 0x0204
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#define FUNC_NOTEQUAL 517 // 0x0205
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#define FUNC_GEQUAL 518 // 0x0206
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#define FUNC_ALWAYS 519 // 0x0207
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#if @alphaFunc != FUNC_ALWAYS && @alphaFunc != FUNC_NEVER
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uniform float alphaRef;
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#endif
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float mipmapLevel(vec2 scaleduv)
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{
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vec2 dUVdx = dFdx(scaleduv);
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vec2 dUVdy = dFdy(scaleduv);
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float maxDUVSquared = max(dot(dUVdx, dUVdx), dot(dUVdy, dUVdy));
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return max(0.0, 0.5 * log2(maxDUVSquared));
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}
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float coveragePreservingAlphaScale(sampler2D diffuseMap, vec2 uv)
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{
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#if @adjustCoverage
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vec2 textureSize;
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#if @useGPUShader4
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textureSize = textureSize2D(diffuseMap, 0);
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#else
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textureSize = vec2(256.0);
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#endif
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return 1.0 + mipmapLevel(uv * textureSize) * 0.25;
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#else
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return 1.0;
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#endif
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}
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void alphaTest()
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{
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#if @alphaToCoverage
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float coverageAlpha = (gl_FragData[0].a - clamp(alphaRef, 0.0001, 0.9999)) / max(fwidth(gl_FragData[0].a), 0.0001) + 0.5;
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// Some functions don't make sense with A2C or are a pain to think about and no meshes use them anyway
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// Use regular alpha testing in such cases until someone complains.
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#if @alphaFunc == FUNC_NEVER
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discard;
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#elif @alphaFunc == FUNC_LESS
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gl_FragData[0].a = 1.0 - coverageAlpha;
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#elif @alphaFunc == FUNC_EQUAL
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if (gl_FragData[0].a != alphaRef)
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discard;
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#elif @alphaFunc == FUNC_LEQUAL
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gl_FragData[0].a = 1.0 - coverageAlpha;
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#elif @alphaFunc == FUNC_GREATER
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gl_FragData[0].a = coverageAlpha;
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#elif @alphaFunc == FUNC_NOTEQUAL
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if (gl_FragData[0].a == alphaRef)
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discard;
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#elif @alphaFunc == FUNC_GEQUAL
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gl_FragData[0].a = coverageAlpha;
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#endif
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#else
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#if @alphaFunc == FUNC_NEVER
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discard;
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#elif @alphaFunc == FUNC_LESS
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if (gl_FragData[0].a >= alphaRef)
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discard;
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#elif @alphaFunc == FUNC_EQUAL
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if (gl_FragData[0].a != alphaRef)
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discard;
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#elif @alphaFunc == FUNC_LEQUAL
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if (gl_FragData[0].a > alphaRef)
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discard;
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#elif @alphaFunc == FUNC_GREATER
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if (gl_FragData[0].a <= alphaRef)
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discard;
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#elif @alphaFunc == FUNC_NOTEQUAL
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if (gl_FragData[0].a == alphaRef)
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discard;
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#elif @alphaFunc == FUNC_GEQUAL
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if (gl_FragData[0].a < alphaRef)
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discard;
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#endif
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#endif
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} |