Application prototype #14
@ -40,7 +40,7 @@ uniform vec2 radius;
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uniform float opacity;
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uniform float opacity;
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uniform float highlight;
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uniform float highlight;
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uniform int layer_threshold;
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uniform int layer_threshold;
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uniform bool test_mode;
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uniform bool debug_mode;
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// light and camera
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// light and camera
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const float focal_slope = 0.3;
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const float focal_slope = 0.3;
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@ -151,6 +151,19 @@ void main() {
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}
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}
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}
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}
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/* DEBUG */
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// in debug mode, show the layer count instead of the shaded image
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) frag_cnt = int(8. * gl_FragCoord.x / resolution.x);
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// convert number to color
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ivec3 bits = frag_cnt / ivec3(1, 2, 4);
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outColor = vec4(mod(vec3(bits), 2.), 1.);
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return;
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}
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// sort the fragments by depth, using an insertion sort
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// sort the fragments by depth, using an insertion sort
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for (int take = 1; take < frag_cnt; ++take) {
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for (int take = 1; take < frag_cnt; ++take) {
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taggedFrag pulled = frags[take];
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taggedFrag pulled = frags[take];
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