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49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
#ifndef LIB_PARTICLE_SOFT
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#define LIB_PARTICLE_SOFT
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#include "lib/util/quickstep.glsl"
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float viewDepth(float depth, float near, float far)
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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(
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in vec3 viewDir,
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in vec3 viewPos,
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in vec3 viewNormal,
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float near,
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float far,
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float depth,
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float size,
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bool fade
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)
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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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float sceneDepth = viewDepth(depth, near, far);
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float particleDepth = viewPos.z;
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float falloff = size * 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 (fade)
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{
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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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#endif
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