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OpenMW/files/shaders/lib/material/alpha.glsl

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#ifndef LIB_MATERIAL_ALPHA
#define LIB_MATERIAL_ALPHA
#define FUNC_NEVER 512 // 0x0200
#define FUNC_LESS 513 // 0x0201
#define FUNC_EQUAL 514 // 0x0202
#define FUNC_LEQUAL 515 // 0x0203
#define FUNC_GREATER 516 // 0x0204
#define FUNC_NOTEQUAL 517 // 0x0205
#define FUNC_GEQUAL 518 // 0x0206
#define FUNC_ALWAYS 519 // 0x0207
float mipmapLevel(vec2 scaleduv)
{
vec2 dUVdx = dFdx(scaleduv);
vec2 dUVdy = dFdy(scaleduv);
float maxDUVSquared = max(dot(dUVdx, dUVdx), dot(dUVdy, dUVdy));
return max(0.0, 0.5 * log2(maxDUVSquared));
}
float coveragePreservingAlphaScale(sampler2D diffuseMap, vec2 uv)
{
#if @adjustCoverage
vec2 textureSize;
#if @useGPUShader4
textureSize = textureSize2D(diffuseMap, 0);
#else
textureSize = vec2(256.0);
#endif
return 1.0 + mipmapLevel(uv * textureSize) * 0.25;
#else
return 1.0;
#endif
}
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float alphaTest(float alpha, float ref)
{
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#if @alphaToCoverage
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float coverageAlpha = (alpha - clamp(ref, 0.0001, 0.9999)) / max(fwidth(alpha), 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
// Use regular alpha testing in such cases until someone complains.
#if @alphaFunc == FUNC_NEVER
discard;
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#elif @alphaFunc == FUNC_LESS
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return 1.0 - coverageAlpha;
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#elif @alphaFunc == FUNC_EQUAL
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if (alpha != ref)
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discard;
#elif @alphaFunc == FUNC_LEQUAL
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return 1.0 - coverageAlpha;
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#elif @alphaFunc == FUNC_GREATER
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return coverageAlpha;
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#elif @alphaFunc == FUNC_NOTEQUAL
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if (alpha == ref)
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discard;
#elif @alphaFunc == FUNC_GEQUAL
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return coverageAlpha;
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#endif
#else
#if @alphaFunc == FUNC_NEVER
discard;
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#elif @alphaFunc == FUNC_LESS
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if (alpha >= ref)
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discard;
#elif @alphaFunc == FUNC_EQUAL
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if (alpha != ref)
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discard;
#elif @alphaFunc == FUNC_LEQUAL
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if (alpha > ref)
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discard;
#elif @alphaFunc == FUNC_GREATER
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if (alpha <= ref)
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discard;
#elif @alphaFunc == FUNC_NOTEQUAL
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if (alpha == ref)
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discard;
#elif @alphaFunc == FUNC_GEQUAL
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if (alpha < ref)
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discard;
#endif
#endif
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return alpha;
}
#endif