rm combine

This commit is contained in:
Tanasart 2024-06-14 18:47:50 +07:00
parent f55e8cc376
commit c935b6664a
2 changed files with 10 additions and 40 deletions

View file

@ -38,7 +38,7 @@
LATEST_VERSION = 11700;
VERSION = 11740;
SAVE_VERSION = 11700;
VERSION_STRING = "1.17.4.003";
VERSION_STRING = "1.17.4.004";
BUILD_NUMBER = 11740;
globalvar HOTKEYS, HOTKEY_CONTEXT;

View file

@ -27,6 +27,7 @@ uniform int opLength;
///////////////////////////////////////////////////////////////////
uniform int shapeAmount;
uniform int shape[MAX_SHAPES] ;
uniform vec3 size[MAX_SHAPES] ;
uniform float radius[MAX_SHAPES] ;
@ -581,7 +582,7 @@ vec4 scene(int index, out float depth, out vec3 coll, out vec3 norm) {
return vec4(0.);
vec3 c = useTexture[index] == 1?
boxmap(int(TEXTURE_S) + index, coll * textureScale[index], norm, triplanar[index]).rgb * diffuseColor[index].rgb :
boxmap(int(TEXTURE_S) + index, irotMatrix * coll * textureScale[index], irotMatrix * norm, triplanar[index]).rgb * diffuseColor[index].rgb :
diffuseColor[index].rgb;
///////////////////////////////////////////////////////////
@ -608,26 +609,6 @@ vec4 scene(int index, out float depth, out vec3 coll, out vec3 norm) {
return vec4(c, 1.);
}
vec4 sceneBlend(float depth, vec4 color, vec3 norm) {
if(depth > viewRange.y - EPSILON) // Not hitting anything.
return vec4(0.);
vec3 c = color.rgb;
///////////////////////////////////////////////////////////
float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
distNorm = 1. - distNorm;
distNorm = smoothstep(.0, .3, distNorm);
c = mix(c * background.rgb, c, mix(1., distNorm, depthInt));
vec3 light = normalize(lightPosition);
float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
c = mix(c * background.rgb, c, lamo);
return vec4(c, 1.);
}
vec4 blend(in vec4 bg, in vec4 fg) {
float al = fg.a + bg.a * (1. - fg.a);
if(al == 0.) return bg;
@ -674,26 +655,15 @@ vec4 operate() {
n2 = norml[top];
if(opr == 100) {
if(d1 < yy || d2 < yy) {
if(d1 < d2) {
color[top] = c1;
depth[top] = d1;
norml[top] = n1;
} else {
color[top] = c2;
depth[top] = d2;
norml[top] = n2;
}
if(d1 < d2) {
color[top] = c1;
depth[top] = d1;
norml[top] = n1;
} else {
color[top] = vec4(0.);
depth[top] = 0.;
norml[top] = vec3(0.);
color[top] = c2;
depth[top] = d2;
norml[top] = n2;
}
top++;
}
}