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41 lines
1.1 KiB
GLSL
41 lines
1.1 KiB
GLSL
uniform float near;
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uniform sampler2D opaqueDepthTex;
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uniform float particleSize;
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uniform bool particleFade;
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float viewDepth(float depth)
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{
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#if @reverseZ
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depth = 1.0 - depth;
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#endif
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return (near * far) / ((far - near) * depth - far);
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}
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float calcSoftParticleFade(in vec3 viewDir, in vec3 viewNormal, in vec3 viewPos)
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{
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float euclidianDepth = length(viewPos);
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const float falloffMultiplier = 0.33;
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const float contrast = 1.30;
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vec2 screenCoords = gl_FragCoord.xy / screenRes;
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float depth = texture2D(opaqueDepthTex, screenCoords).x;
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float sceneDepth = viewDepth(depth);
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float particleDepth = passViewPos.z;
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float falloff = particleSize * falloffMultiplier;
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float delta = particleDepth - sceneDepth;
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const float nearMult = 300.0;
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float viewBias = 1.0;
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if (particleFade) {
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float VdotN = dot(viewDir, viewNormal);
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viewBias = abs(VdotN) * quickstep(euclidianDepth / nearMult) * (1.0 - pow(1.0 + VdotN, 1.3));
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}
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const float shift = 0.845;
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return shift * pow(clamp(delta/falloff, 0.0, 1.0), contrast) * viewBias;
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}
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