set parameters as uniforms
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1 changed files with 15 additions and 7 deletions
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@ -5,6 +5,11 @@ precision highp float;
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uniform sampler2D msdf;
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uniform float fade;
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uniform float visibilityRadius;
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uniform float far_z;
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uniform float near_z;
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uniform float width;
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uniform float height;
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uniform vec2 unitRange;
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uniform vec4 bgColor;
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@ -32,13 +37,14 @@ float screenPxDistance(vec3 msdf_rgb, vec2 uv) {
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return screenPxRange(uv)*(sd - 0.5);
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}
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float near = 1.0;
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float far = 4400.0 + 400.0;
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float width = 1920.0;
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float height = 1080.0;
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//float near = 1.0;
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//float far = 4400.0 + 400.0;
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//float width = 1920.0 * 2.0;
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//float height = 1080.0 * 2.0;
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float linearizeDepth(float depth)
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{
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return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
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return (2.0 * near_z * far_z) / (far_z + near_z - (depth * 2.0 - 1.0) * (far_z - near_z));
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}
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void main()
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@ -71,13 +77,15 @@ void main()
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discard;
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//outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity);
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float z = linearizeDepth(gl_FragCoord.z) / far;
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float z = linearizeDepth(gl_FragCoord.z) / far_z;
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vec2 screenPos = abs(vec2(
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(gl_FragCoord.x / width) * 2.0 - 1.0,
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(gl_FragCoord.y / height) * 2.0 - 1.0
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));
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// INFO: this needs to be adjusted if field of view is adjusted
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float d = smoothstep(0.2, 0.8, z + 0.2 * (screenPos.x + screenPos.y));
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//float d = smoothstep(0.2, 0.8, z + 0.2 * (screenPos.x + screenPos.y));
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float l = 0.2;
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float d = smoothstep(l, 1.0-l, z + l * (screenPos.x + screenPos.y));
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d = min(d, fade);
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outputColor = vec4(mix(fgColor.rgb, backgroundColor.rgb, d),1.0);
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//outputColor = vec4(mix(1.0 - msdf_rgb_a.rgb, backgroundColor.rgb, d),1.0);
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