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Remove screen-door fade-in effect
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f0ce45a75a
commit
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@ -213,15 +213,6 @@ layout(std140) uniform ObjectData {
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float visibility;
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float visibility;
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};
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};
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// Ordered dithering matrix used to implement thresholded
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// screen-door transparency to fade objects without blending
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// https://en.wikipedia.org/wiki/Ordered_dithering
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mat4 filterMatrix = mat4(
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1.0/17.0, 9.0/17.0, 3.0/17.0, 11.0/17.0,
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13.0/17.0, 5.0/17.0, 15.0/17.0, 7.0/17.0,
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4.0/17.0, 12.0/17.0, 2.0/17.0, 10.0/17.0,
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16.0/17.0, 8.0/17.0, 14.0/17.0, 6.0/17.0
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);
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float alphaThreshold = (1.0/255.0);
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float alphaThreshold = (1.0/255.0);
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void main()
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void main()
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@ -231,7 +222,6 @@ void main()
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diffuse.rgb += ambient.rgb*ambientfac;
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diffuse.rgb += ambient.rgb*ambientfac;
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diffuse *= colour;
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diffuse *= colour;
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diffuse *= texture(tex, TexCoords);
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diffuse *= texture(tex, TexCoords);
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if(visibility <= filterMatrix[int(gl_FragCoord.x)%4][int(gl_FragCoord.y)%4]) discard;
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if(diffuse.a <= alphaThreshold) discard;
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if(diffuse.a <= alphaThreshold) discard;
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float fog = 1.0 - clamp( (fogEnd-WorldSpace.w)/(fogEnd-fogStart), 0.0, 1.0 );
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float fog = 1.0 - clamp( (fogEnd-WorldSpace.w)/(fogEnd-fogStart), 0.0, 1.0 );
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fragOut = vec4(mix(diffuse.rgb, fogColor.rgb, fog), diffuse.a);
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fragOut = vec4(mix(diffuse.rgb, fogColor.rgb, fog), diffuse.a);
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