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Support A2C for groundcover

This commit is contained in:
AnyOldName3 2021-02-14 23:32:04 +00:00
parent 4f510d85ba
commit b8ee32e317

View File

@ -30,11 +30,7 @@ centroid varying vec3 shadowDiffuseLighting;
#include "shadows_fragment.glsl"
#include "lighting.glsl"
float calc_coverage(float a, float alpha_ref, float falloff_rate)
{
return clamp(falloff_rate * (a - alpha_ref) + alpha_ref, 0.0, 1.0);
}
#include "alpha.glsl"
void main()
{
@ -55,12 +51,13 @@ void main()
gl_FragData[0] = vec4(1.0);
#endif
gl_FragData[0].a = calc_coverage(gl_FragData[0].a, 128.0/255.0, 4.0);
float shadowing = unshadowedLightRatio(linearDepth);
if (euclideanDepth > @groundcoverFadeStart)
gl_FragData[0].a *= 1.0-smoothstep(@groundcoverFadeStart, @groundcoverFadeEnd, euclideanDepth);
alphaTest();
float shadowing = unshadowedLightRatio(linearDepth);
vec3 lighting;
#if !PER_PIXEL_LIGHTING
lighting = passLighting + shadowDiffuseLighting * shadowing;