Merge branch 'master' into Respawning
This commit is contained in:
@@ -36,4 +36,37 @@ ResourceLoading=true
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[Sound]
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BGMVolume=1.0
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SFXVolume=1.0
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Announcer=female
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Announcer=female
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[SSAO]
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Quality=0
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[SSAO1]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=8
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NumTurns=3
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NumIterations=5
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TextureQuality=2
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[SSAO2]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=16
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NumTurns=13
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NumIterations=9
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TextureQuality=1
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[SSAO3]
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Radius=1.0
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Bias=0.02
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Contrast=1.5
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Intensity=1.0
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NumSamples=24
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NumTurns=17
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NumIterations=13
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TextureQuality=0
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@@ -46,6 +46,7 @@
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<xs:include schemaLocation="Components/Page.xsd"/>
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<xs:include schemaLocation="Components/SpriteIndicator.xsd"/>
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<xs:include schemaLocation="Components/Button.xsd"/>
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<xs:include schemaLocation="Components/DoubleJump.xsd"/>
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<xs:include schemaLocation="Components/WeaponAttachment.xsd"/>
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<xs:include schemaLocation="Components/DefenderWeapon.xsd"/>
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<xs:include schemaLocation="Components/CapturePointGameMode.xsd"/>
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@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<DoubleJump xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DoubleJump.xsd">
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<DoubleJumpSpeed>4.0</DoubleJumpSpeed>
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</DoubleJump>
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@@ -0,0 +1,16 @@
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<?xml version="1.0"?>
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<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
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<xs:import schemaLocation="../Types.xsd" namespace="types"/>
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<xs:element name="DoubleJump">
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<xs:annotation><xs:documentation>Enables a Player to double jump.</xs:documentation></xs:annotation>
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<xs:complexType>
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<xs:all>
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<xs:element name="DoubleJumpSpeed" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Vertical velocity set on double jump.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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</xs:schema>
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@@ -2,6 +2,7 @@
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<Player xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Player.xsd">
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<MovementSpeed>3</MovementSpeed>
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<CrouchSpeed>1.5</CrouchSpeed>
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<JumpSpeed>4.0</JumpSpeed>
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<CurrentWishDirection X="0" Y="0" Z="0"/>
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<CurrentWeapon></CurrentWeapon>
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</Player>
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@@ -11,6 +11,9 @@
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<xs:all>
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<xs:element name="MovementSpeed" type="t:float" minOccurs="0"/>
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<xs:element name="CrouchSpeed" type="t:float" minOccurs="0"/>
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<xs:element name="JumpSpeed" type="t:float" minOccurs="0">
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<xs:annotation><xs:documentation>Vertical velocity set when jumping.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="CurrentWishDirection" type="t:Vector" minOccurs="0"/>
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<xs:element name="CurrentWeapon" type="t:string" minOccurs="0"/>
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</xs:all>
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@@ -15,6 +15,7 @@
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<c:DefenderWeapon>
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<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
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</c:DefenderWeapon>
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<c:DoubleJump/>
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<c:Health/>
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<c:Physics>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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Executable → Regular
+1
@@ -15,6 +15,7 @@
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<c:DefenderWeapon>
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<TimeSinceLastFire>1.6944730461160304</TimeSinceLastFire>
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</c:DefenderWeapon>
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<c:DoubleJump/>
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<c:Health/>
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<c:Physics>
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<Velocity X="2.30999646e-23" Y="0" Z="1.05272533e-23"/>
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@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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@@ -170,7 +171,8 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
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color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -181,9 +183,9 @@ void main()
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
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uniform vec4 FillColor;
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uniform vec4 Color;
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uniform vec4 AmbientColor;
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uniform int SSAOQuality;
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//Get bineded at the same time as the textures
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uniform vec2 DiffuseUVRepeat1;
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@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
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void main()
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{
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
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float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
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ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
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vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
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@@ -2,11 +2,11 @@
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//Number of samples per pixel
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uniform int uNumOfSamples;
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//#define NUM_SAMPLES (11)
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//#define uNumOfSamples (11)
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//Number of turns around the cirle
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uniform int uNumOfTurns;
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//#define NUM_TURNS (7)
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//#define uNumOfTurns (7)
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layout (binding = 0) uniform sampler2D ViewSpaceZ;
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@@ -16,15 +16,16 @@ uniform float uProjScale;
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//#define ProjScale 500
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uniform float uRadius;
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//#define Radius 1.0f
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//#define uRadius 1.0f
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uniform float uBias;
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//#define Bias 0.012f
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//#define uBias 0.05f
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uniform float uContrast;
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//#define IntensityDivR6 1
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//#define uContrast 1.5f
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uniform float uIntensityScale;
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//#define uIntensityScale 1.0f
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out float AO;
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@@ -88,13 +89,7 @@ void main() {
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vec3 origin = getVSPosition(originScreenCoord);
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float radius;
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if(origin.z < uRadius){
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radius = origin.z;
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} else {
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radius = uRadius;
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}
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float radius = min(origin.z, uRadius);
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vec3 originNormal = getVSFaceNormal(origin);
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@@ -2,7 +2,12 @@
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -3,11 +3,15 @@
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layout (binding = 0) uniform sampler2D DepthBuffer;
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uniform vec3 ClipInfo;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out float depthLinear;
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//Just for Debug, should be depthLinear
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//out vec4 fragmentColor;
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void main() {
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float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
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float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
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depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
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//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
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//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
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