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Clean GLSL fragment shader out.
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parent
87f34e3c4f
commit
ed0febea39
135 changed files with 451 additions and 239 deletions
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@ -34,6 +34,8 @@ uniform sampler2D causticsTex0;
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uniform sampler2D causticsTex1;
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uniform vec2 targetSize;
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out vec4 OUT_col;
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float distanceToPlane(vec4 plane, vec3 pos)
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{
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return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
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@ -48,7 +50,7 @@ void main()
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float depth = prePass.w;
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if(depth > 0.9999)
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{
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OUT_FragColor0 = vec4(0,0,0,0);
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OUT_col = vec4(0,0,0,0);
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return;
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}
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@ -59,7 +61,7 @@ void main()
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float waterDepth = -distanceToPlane(waterFogPlane, pos);
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if(waterDepth < 0)
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{
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OUT_FragColor0 = vec4(0,0,0,0);
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OUT_col = vec4(0,0,0,0);
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return;
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}
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waterDepth = saturate(waterDepth);
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@ -81,5 +83,5 @@ void main()
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//float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
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caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
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OUT_FragColor0 = caustics;
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OUT_col = caustics;
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}
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