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Clip posteffect color to respective nodes
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5aeaf20849
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21 changed files with 883 additions and 105 deletions
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@ -5,6 +5,9 @@ uniform lowp vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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// Only used for the wieldhand. 0 otherwise.
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uniform vec4 wield_posteffect_color;
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// The cameraOffset is the current center of the visible world.
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uniform highp vec3 cameraOffset;
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uniform float animationTimer;
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@ -458,5 +461,12 @@ void main(void)
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col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
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col = vec4(col.rgb, base.a);
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// Apply posteffect color for the wieldhand, by blending it above this
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// fragment.
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// The alpha channel is not blended. The posteffect geometry behind the
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// wieldhand already makes the image less transparent.
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// wield_posteffect_color.rgb is premultiplied.
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col.rgb = col.rgb * (1.0 - wield_posteffect_color.a) + wield_posteffect_color.rgb;
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gl_FragData[0] = col;
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}
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