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removed unnessary computations from hit effect fragment shader
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dcb2012070
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469bace7ca
2 changed files with 10 additions and 13 deletions
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@ -11,20 +11,14 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include DeferredBufferWrite.slh@>
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void main(void) {
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varying vec2 varQuadPosition;
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TransformCamera cam = getTransformCamera();
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vec4 myViewport;
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<$transformCameraViewport(cam, myViewport)$>
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vec2 center = vec2(myViewport.z/2.0, myViewport.w/2.0);
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float distFromCenter = distance(center, gl_FragCoord.xy);
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//normalize distance from center based on average of screen width and height
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float normalizationFactor = (myViewport.z + myViewport.w)/2.0;
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distFromCenter = distFromCenter/normalizationFactor;
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float alpha = mix(0.0, 1.0, pow(distFromCenter, 1.5));
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void main(void) {
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vec2 center = vec2(0.0, 0.0);
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float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
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float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
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gl_FragColor = vec4(1.0, 0.0, 0.0, alpha);
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}
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@ -16,6 +16,9 @@
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<$declareStandardTransform()$>
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varying vec2 varQuadPosition;
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void main(void) {
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gl_Position = gl_Vertex;
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varQuadPosition = gl_Vertex.xy;
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gl_Position = gl_Vertex;
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}
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