// Generated on <$_SCRIBE_DATE$> // // Created by Olivier Prat on 04/12/17. // Copyright 2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@if not FADE_SLH@> <@def FADE_SLH@> <@include render-utils/ShaderConstants.h@> <@func declareFadeFragmentCommon()@> #define CATEGORY_COUNT 5 <@include Fade_shared.slh@> <@include FadeObjectParams.shared.slh@> // See ShapePipeline::Slot::BUFFER in ShapePipeline.h layout(std140, binding=RENDER_UTILS_BUFFER_FADE_PARAMS) uniform fadeParametersBuffer { FadeParameters fadeParameters[CATEGORY_COUNT]; }; // See ShapePipeline::Slot::MAP in ShapePipeline.h layout(binding=RENDER_UTILS_TEXTURE_FADE_MASK) uniform sampler2D fadeMaskMap; vec3 getNoiseInverseSize(int category) { return fadeParameters[category]._noiseInvSizeAndLevel.xyz; } float getNoiseLevel(int category) { return fadeParameters[category]._noiseInvSizeAndLevel.w; } vec2 hash2D(vec3 position) { return position.xy* vec2(0.1677, 0.221765) + position.z*0.561; } float noise3D(vec3 position) { float n = textureLod(fadeMaskMap, hash2D(position), 0.0).r; return pow(n, 1.0/2.2); // Remove sRGB. Need to fix this later directly in the texture } float evalFadeNoiseGradient(FadeObjectParams params, vec3 position) { // Do tri-linear interpolation vec3 noisePosition = position * getNoiseInverseSize(params.category) + params.noiseOffset.xyz; vec3 noisePositionFloored = floor(noisePosition); vec3 noisePositionFraction = fract(noisePosition); noisePositionFraction = noisePositionFraction*noisePositionFraction*(3.0 - 2.0*noisePositionFraction); float noiseLowXLowYLowZ = noise3D(noisePositionFloored); float noiseLowXHighYLowZ = noise3D(noisePositionFloored+vec3(0,1,0)); float noiseHighXLowYLowZ = noise3D(noisePositionFloored+vec3(1,0,0)); float noiseHighXHighYLowZ = noise3D(noisePositionFloored+vec3(1,1,0)); float noiseLowXLowYHighZ = noise3D(noisePositionFloored+vec3(0,0,1)); float noiseLowXHighYHighZ = noise3D(noisePositionFloored+vec3(0,1,1)); float noiseHighXLowYHighZ = noise3D(noisePositionFloored+vec3(1,0,1)); float noiseHighXHighYHighZ = noise3D(noisePositionFloored+vec3(1,1,1)); vec4 maskLowZ = vec4(noiseLowXLowYLowZ, noiseLowXHighYLowZ, noiseHighXLowYLowZ, noiseHighXHighYLowZ); vec4 maskHighZ = vec4(noiseLowXLowYHighZ, noiseLowXHighYHighZ, noiseHighXLowYHighZ, noiseHighXHighYHighZ); vec4 maskXY = mix(maskLowZ, maskHighZ, noisePositionFraction.z); vec2 maskY = mix(maskXY.xy, maskXY.zw, noisePositionFraction.x); float noise = mix(maskY.x, maskY.y, noisePositionFraction.y); noise -= 0.5; // Center on value 0 return noise * getNoiseLevel(params.category); } float evalFadeBaseGradient(FadeObjectParams params, vec3 position) { float gradient = length((position - params.baseOffset.xyz) * params.baseInvSize.xyz); gradient = gradient-0.5; // Center on value 0.5 gradient *= fadeParameters[params.category]._baseLevel; return gradient; } float evalFadeGradient(FadeObjectParams params, vec3 position) { float baseGradient = evalFadeBaseGradient(params, position); float noiseGradient = evalFadeNoiseGradient(params, position); float gradient = noiseGradient+baseGradient+0.5; return gradient; } float evalFadeAlpha(FadeObjectParams params, vec3 position) { return evalFadeGradient(params, position)-params.threshold; } void applyFadeClip(FadeObjectParams params, vec3 position) { if (evalFadeAlpha(params, position) < 0.0) { discard; } } void applyFade(FadeObjectParams params, vec3 position, out vec3 emissive) { float alpha = evalFadeAlpha(params, position); if (fadeParameters[params.category]._isInverted!=0) { alpha = -alpha; } if (alpha < 0.0) { discard; } float edgeMask = alpha * fadeParameters[params.category]._edgeWidthInvWidth.y; float edgeAlpha = 1.0-clamp(edgeMask, 0.0, 1.0); edgeMask = step(edgeMask, 1.0); edgeAlpha *= edgeAlpha; // Square to have a nice ease out vec4 color = mix(fadeParameters[params.category]._innerEdgeColor, fadeParameters[params.category]._outerEdgeColor, edgeAlpha); emissive = color.rgb * edgeMask * color.a; } <@endfunc@> <@func declareFadeFragmentUniform()@> layout(std140, binding=RENDER_UTILS_BUFFER_FADE_OBJECT_PARAMS) uniform fadeObjectParametersBuffer { FadeObjectParams fadeObjectParams; }; <@endfunc@> <@func fetchFadeObjectParams(fadeParams)@> <$fadeParams$> = fadeObjectParams; <@endfunc@> <@func declareFadeFragmentVertexInput()@> layout(location=RENDER_UTILS_ATTR_FADE1) in vec4 _fadeData1; layout(location=RENDER_UTILS_ATTR_FADE2) in vec4 _fadeData2; layout(location=RENDER_UTILS_ATTR_FADE3) in vec4 _fadeData3; <@endfunc@> <@func fetchFadeObjectParamsInstanced(fadeParams)@> <$fadeParams$>.category = int(_fadeData1.w); <$fadeParams$>.threshold = _fadeData2.w; <$fadeParams$>.noiseOffset = _fadeData1; <$fadeParams$>.baseOffset = _fadeData2; <$fadeParams$>.baseInvSize = _fadeData3; <@endfunc@> <@func declareFadeFragment()@> <$declareFadeFragmentCommon()$> <$declareFadeFragmentUniform()$> <@endfunc@> <@func declareFadeFragmentInstanced()@> <$declareFadeFragmentCommon()$> <$declareFadeFragmentVertexInput()$> <@endfunc@> <@func declareFadeVertexInstanced()@> layout(location=RENDER_UTILS_ATTR_FADE1) out vec4 _fadeData1; layout(location=RENDER_UTILS_ATTR_FADE2) out vec4 _fadeData2; layout(location=RENDER_UTILS_ATTR_FADE3) out vec4 _fadeData3; <@endfunc@> <@func passThroughFadeObjectParams()@> _fadeData1 = inTexCoord2; _fadeData2 = inTexCoord3; _fadeData3 = inTexCoord4; <@endfunc@> <@endif@>