overte/libraries/render-utils/src/Fade.slh

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// 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@>
<@func transformModelToFadePos(objectTransform, objectPosition, fadePosition)@>
{
<$transformModelToWorldPos($objectTransform$, $objectPosition$, $fadePosition$)$>
<$fadePosition$> -= vec4(<$objectTransform$>._model[3].xyz, 0.f);
}
<@endfunc@>
<@func declareFadeFragment()@>
struct Fade {
vec3 _Offset;
float _Percent;
};
uniform fadeBuffer {
Fade fade;
};
uniform sampler2D fadeMaskMap;
vec2 hash2D(vec3 position) {
return position.xy* vec2(0.1677, 0.221765) + position.z*0.561;
}
float evalFadeMask(vec3 position, vec3 normal) {
const float FADE_MASK_INV_SCALE = 1.0;
// Do tri-linear interpolation
vec3 noisePosition = position * FADE_MASK_INV_SCALE + fade._Offset;
vec3 noisePositionFloored = floor(noisePosition);
vec3 noisePositionFraction = fract(noisePosition);
float noiseLowXLowYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored), 0).r;
float noiseLowXHighYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,1,0)), 0).r;
float noiseHighXLowYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,0,0)), 0).r;
float noiseHighXHighYLowZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,1,0)), 0).r;
float noiseLowXLowYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,0,1)), 0).r;
float noiseLowXHighYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(0,1,1)), 0).r;
float noiseHighXLowYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,0,1)), 0).r;
float noiseHighXHighYHighZ = textureLod(fadeMaskMap, hash2D(noisePositionFloored+vec3(1,1,1)), 0).r;
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);
return mix(maskY.x, maskY.y, noisePositionFraction.y);
}
void applyFade(vec3 position, vec3 normal) {
if (evalFadeMask(position, normal) < fade._Percent) {
discard;
}
}
<@endfunc@>
<@endif@>