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@@ -26,10 +26,6 @@ varying vec3 vPointViewPosition;
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vec3 cameraPos;
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vec3 cameraNormal;
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-float calcClip(const in vec3 cameraPos) {
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- return dot(vec4(cameraPos, 1.0), vec4(0.0, 0.0, 1.0, uClipNear - 0.5));
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-}
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-
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bool Impostor(out vec3 cameraPos, out vec3 cameraNormal){
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vec3 cameraSpherePos = -vPointViewPosition;
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cameraSpherePos.z += vRadius;
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@@ -75,18 +71,15 @@ void main(void){
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discard;
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#endif
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- // FIXME not compatible with custom clipping plane
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- // Set the depth based on the new cameraPos.
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- gl_FragDepthEXT = calcDepth(cameraPos);
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+ vec3 vViewPosition = cameraPos;
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+ gl_FragDepthEXT = calcDepth(vViewPosition);
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if (!flag && gl_FragDepthEXT >= 0.0) {
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gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);
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}
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// bugfix (mac only?)
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- if (gl_FragDepthEXT < 0.0)
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- discard;
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- if (gl_FragDepthEXT > 1.0)
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- discard;
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+ if (gl_FragDepthEXT < 0.0) discard;
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+ if (gl_FragDepthEXT > 1.0) discard;
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#include assign_material_color
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@@ -100,7 +93,6 @@ void main(void){
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gl_FragColor = material;
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#else
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vec3 normal = -cameraNormal;
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- vec3 vViewPosition = cameraPos;
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#include apply_light_color
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#endif
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