Small cleanup.
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@@ -28,6 +28,7 @@ const float PROJECTOR_FAR = 32.0;
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const float MAX_DISTANCE = 16;
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const float START_FADE_DISTANCE = 12;
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const float DOT_EPSILON = 0.25;
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const float DEPTH_BIAS = 0.0001;
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const mat4 CLIP_TO_TEX = mat4(
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0.5, 0, 0, 0,
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0, 0.5, 0, 0,
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@@ -46,12 +47,6 @@ vec3 getWorldPos(vec2 uv, float clipDepth) {
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return worldPos.xyz / worldPos.w;
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}
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vec3 getWorldPos(vec2 uv) {
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float depth = texture2D(Sampler1, uv).r;
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float clipDepth = depth * 2 - 1;
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return getWorldPos(uv, clipDepth);
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}
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vec3 getNormal(vec3 worldPos) {
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return normalize(cross(dFdx(worldPos), dFdy(worldPos)));
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}
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@@ -87,7 +82,7 @@ bool getProjectorColor(vec3 worldPos, vec3 worldNormal, mat4 projectorCamera,
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float projectorDepth = texture2D(projectorDepthSampler, projectorUv).r;
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float projectorClipDepth = projectorDepth * 2 - 1;
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if (projectorClipPos.z <= projectorClipDepth + 0.0001) {
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if (projectorClipPos.z <= projectorClipDepth + DEPTH_BIAS) {
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vec4 projectorColor = texture2D(projectorColorSampler, vec2(projectorUv.s, 1 - projectorUv.t));
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float dotAttenuation = clamp((d - DOT_EPSILON) / (1 - DOT_EPSILON), 0, 1);
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float distanceAttenuation = clamp(1 - (linearDepth - START_FADE_DISTANCE) / (MAX_DISTANCE - START_FADE_DISTANCE), 0, 1);
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