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make xray solid color depending on what it occludes
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parent
1b2cc7f7a7
commit
82b2f23689
6 changed files with 25 additions and 11 deletions
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@ -28,7 +28,8 @@ fragment =
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_xray_error_dark;
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uniform vec4 u_xray_error_light;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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@ -62,13 +63,14 @@ fragment =
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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float lightness = (result.r + result.g + result.b) / 3.0;
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if (hash12(v_uvs) < lightness)
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//if ( (mod((v_uvs.x / u_offset[8].x - v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) == (mod((v_uvs.x / u_offset[8].x + v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) ) // diamond pattern
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if (lightness > 0.5)
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_error_color;
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_dark;
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}
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else
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * (vec4(1.0) - u_error_color);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_light;
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}
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}
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@ -116,7 +118,8 @@ fragment41core =
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_xray_error_dark;
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uniform vec4 u_xray_error_light;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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@ -151,13 +154,14 @@ fragment41core =
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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float lightness = (result.r + result.g + result.b) / 3.0;
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if (hash12(v_uvs) < lightness)
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//if ( (mod((v_uvs.x / u_offset[8].x - v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) == (mod((v_uvs.x / u_offset[8].x + v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) ) // diamond pattern
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if (lightness > 0.5)
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_error_color;
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_dark;
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}
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else
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * (vec4(1.0) - u_error_color);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_light;
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}
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}
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@ -188,7 +192,9 @@ u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [1.0, 0.0, 0.0, 1.0]
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u_error_color = [0.0, 0.0, 0.0, 1.0]
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u_xray_error_dark = [1.0, 0.0, 0.0, 1.0]
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u_xray_error_light = [1.0, 1.0, 0.0, 1.0]
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u_xray_error_strength = 0.4
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[bindings]
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