Fix fog scene depth comparison
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parent
3676f8fef5
commit
c0f41045da
3 changed files with 13 additions and 20 deletions
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@ -85,23 +85,18 @@ fn depth_to_linear(depth: f32) -> f32 {
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
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var distance_to_volume = length(cam_to_volume);
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let direction = cam_to_volume / distance_to_volume;
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// FIXME: geom depth should always be greater than the volume surface depth...
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// why is this broken?
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distance_to_volume = depth_to_linear(vert.clip_position.z);
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let uv = vert.clip_position.xy / camera.planes.xy;
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let depth = textureSample(t_geometry_depth, s_geometry_depth, uv);
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let geometry_depth = depth_to_linear(depth) - distance_to_volume;
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if (geometry_depth <= 0.0)
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let direction = normalize(vert.world_position.xyz - camera.position.xyz);
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let volume_depth = depth_to_linear(vert.clip_position.z);
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let uv = vert.clip_position.xy / camera.planes.zw;
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let geometry_depth = depth_to_linear(textureSample(t_geometry_depth, s_geometry_depth, uv));
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let max_fog_depth = geometry_depth - volume_depth;
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if (max_fog_depth <= 0.0)
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{
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return vec4<f32>(0.0);
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}
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return vec4<f32>(1.0);
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/*
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let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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let density = ray_march(vert.world_position.xyz, direction, max_fog_depth);
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// return vec4<f32>(1.0, 1.0, 1.0, density);
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var in_light = 0.0;
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if (global_uniforms.use_shadowmaps > 0u) {
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@ -153,5 +148,4 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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result = result / (result + vec3(1.0));
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return vec4(result, density * FOG_ALPHA);
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*/
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}
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