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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Stabilize Vulkan rendering state for minimap, foliage, and water
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parent
8efc1548dc
commit
bd0305f6dd
10 changed files with 834 additions and 117 deletions
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@ -38,7 +38,26 @@ layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texColor = hasTexture != 0 ? texture(uTexture, TexCoord) : vec4(1.0);
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if (alphaTest != 0 && texColor.a < 0.5) discard;
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float alphaCutoff = 0.5;
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if (alphaTest == 2) {
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// Vegetation cutout: lower threshold to preserve leaf coverage at grazing angles.
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alphaCutoff = 0.33;
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} else if (alphaTest != 0) {
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alphaCutoff = 0.35;
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}
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if (alphaTest == 2) {
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float alpha = texColor.a;
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float softBand = 0.12;
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if (alpha < (alphaCutoff - softBand)) discard;
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if (alpha < alphaCutoff) {
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vec2 p = floor(gl_FragCoord.xy);
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float n = fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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float keep = clamp((alpha - (alphaCutoff - softBand)) / softBand, 0.0, 1.0);
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if (n > keep) discard;
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}
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} else if (alphaTest != 0 && texColor.a < alphaCutoff) {
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discard;
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}
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if (colorKeyBlack != 0) {
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float lum = dot(texColor.rgb, vec3(0.299, 0.587, 0.114));
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if (lum < colorKeyThreshold) discard;
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@ -46,10 +65,12 @@ void main() {
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if (blendMode == 1 && texColor.a < 0.004) discard;
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vec3 norm = normalize(Normal);
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if (!gl_FrontFacing) norm = -norm;
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bool foliageTwoSided = (alphaTest == 2);
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if (!foliageTwoSided && !gl_FrontFacing) norm = -norm;
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vec3 ldir = normalize(-lightDir.xyz);
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float diff = max(dot(norm, ldir), 0.0);
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float nDotL = dot(norm, ldir);
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float diff = foliageTwoSided ? abs(nDotL) : max(nDotL, 0.0);
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vec3 result;
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if (unlit != 0) {
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@ -64,10 +85,11 @@ void main() {
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vec4 lsPos = lightSpaceMatrix * vec4(FragPos, 1.0);
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vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
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if (proj.z <= 1.0) {
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float bias = max(0.005 * (1.0 - dot(norm, ldir)), 0.001);
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float bias = max(0.005 * (1.0 - abs(dot(norm, ldir))), 0.001);
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shadow = texture(uShadowMap, vec3(proj.xy, proj.z - bias));
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}
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shadow = mix(1.0, shadow, shadowParams.y);
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if (foliageTwoSided) shadow = max(shadow, 0.45);
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}
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result = ambientColor.rgb * texColor.rgb
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@ -82,5 +104,16 @@ void main() {
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float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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result = mix(fogColor.rgb, result, fogFactor);
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outColor = vec4(result, texColor.a * fadeAlpha);
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float outAlpha = texColor.a * fadeAlpha;
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// Cutout materials should not remain partially transparent after discard,
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// otherwise foliage cards look view-dependent.
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if (alphaTest != 0 || colorKeyBlack != 0) {
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outAlpha = fadeAlpha;
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}
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// Foliage cutout should stay opaque after alpha discard to avoid
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// view-angle translucency artifacts.
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if (alphaTest == 2) {
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outAlpha = 1.0 * fadeAlpha;
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}
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outColor = vec4(result, outAlpha);
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}
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