feat: post-effects array parameters & add gfx.posteffects.set_array & make shadows opacity depending on clouds opacity
This commit is contained in:
@@ -1,8 +1,7 @@
|
||||
uniform vec3 u_ssaoSamples[64];
|
||||
|
||||
int kernelSize = 16;
|
||||
float radius = 0.25;
|
||||
float bias = 0.025;
|
||||
#param vec3 u_ssaoSamples[64]
|
||||
#param int u_kernelSize = 16
|
||||
#param float u_radius = 0.25
|
||||
#param float u_bias = 0.025
|
||||
|
||||
vec4 effect() {
|
||||
vec2 noiseScale = u_screenSize / 4.0;
|
||||
@@ -17,9 +16,9 @@ vec4 effect() {
|
||||
mat3 tbn = mat3(tangent, bitangent, normal);
|
||||
|
||||
float occlusion = 0.0;
|
||||
for (int i = 0; i < kernelSize; i++) {
|
||||
for (int i = 0; i < u_kernelSize; i++) {
|
||||
vec3 samplePos = tbn * u_ssaoSamples[i];
|
||||
samplePos = position + samplePos * radius;
|
||||
samplePos = position + samplePos * u_radius;
|
||||
|
||||
vec4 offset = vec4(samplePos, 1.0);
|
||||
offset = u_projection * offset;
|
||||
@@ -27,10 +26,10 @@ vec4 effect() {
|
||||
offset.xyz = offset.xyz * 0.5 + 0.5;
|
||||
|
||||
float sampleDepth = texture(u_position, offset.xy).z;
|
||||
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
|
||||
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
|
||||
float rangeCheck = smoothstep(0.0, 1.0, u_radius / abs(position.z - sampleDepth));
|
||||
occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck;
|
||||
}
|
||||
occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
|
||||
occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
|
||||
|
||||
float z = -position.z * 0.02;
|
||||
z = max(0.0, 1.0 - z);
|
||||
|
||||
Reference in New Issue
Block a user