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Added Screen Dewarp to instPlants
1 parent 6c28c20 commit aaf37e7

2 files changed

Lines changed: 7 additions & 1 deletion

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docs/js/pxlRooms/OutletEnvironment/OutletEnvironment.js

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Original file line numberDiff line numberDiff line change
@@ -385,6 +385,11 @@ builBugs(){
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)
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grassClusterUniforms.noiseTexture.value = this.pxlUtils.loadTexture( this.assetPath+"Noise_UniformWebbing.jpg" );
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let instPlantSettings = {
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'depthScalar' : .0001,
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'dewarpFactor' : .35,
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}
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let grassMat=this.pxlFile.pxlShaderBuilder( grassClusterUniforms, instPlantsVert(), instPlantsFrag() );
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grassMat.side = DoubleSide;
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grassMat.lights = true;

docs/js/pxlRooms/OutletEnvironment/Shaders/instPlants.js

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@@ -134,6 +134,7 @@ export function instPlantsFrag( settings={} ){
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'buildAlpha' : false,
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'addShimmer' : false,
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'depthScalar' : .0001,
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'dewarpFactor': 0.45,
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}
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let shaderSettings = Object.assign( defaults, settings );
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@@ -237,7 +238,7 @@ export function instPlantsFrag( settings={} ){
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// -- Depth Calculations - -- --
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// -- -- -- -- -- -- -- -- -- -- --
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float screenSpaceX = abs((vCamPos.x / vCamPos.z))*.45;
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float screenSpaceX = abs((vCamPos.x / vCamPos.z))*${shaderSettings.dewarpFactor};
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float depth = min(1.0, max(0.0, gl_FragCoord.z / gl_FragCoord.w * DepthScalar )) * step( .930, gl_FragCoord.z );
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depth = depth + ( screenSpaceX * screenSpaceX )*min( 1.0, depth * ScreenWarpColorFix );
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depth = pow( depth, 1.0-depth);

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