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@@ -13,5 +13,40 @@
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// apply transparency
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#if defined(dTransparency) && (defined(dColorType_uniform) || defined(dColorType_attribute) || defined(dColorType_instance) || defined(dColorType_group) || defined(dColorType_groupInstance))
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- material.a *= 1 - vTransparency;
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+ float ma = material.a * (1.0 - vTransparency);
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+ ivec2 pixelCoord = ivec2(gl_FragCoord.xy);
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+
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+ // const mat4 thresholdMatrix = mat4(
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+ // 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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+ // 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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+ // 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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+ // 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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+ // );
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+ // float at = thresholdMatrix[pixelCoord.x % 4][pixelCoord.y % 4];
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+
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+ // https://research.nvidia.com/publication/hashed-alpha-testing
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+ // Find the discretized derivatives of our coordinates
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+ float maxDeriv = max(length(dFdx(vViewPosition)), length(dFdy(vViewPosition)));
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+ float pixScale = 1.0 / maxDeriv;
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+ // Find two nearest log-discretized noise scales
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+ vec2 pixScales = vec2(exp2(floor(log2(pixScale))), exp2(ceil(log2(pixScale))));
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+ // Compute alpha thresholds at our two noise scales
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+ vec2 alpha = vec2(hash3d(floor(pixScales.x * vViewPosition)), hash3d(floor(pixScales.y * vViewPosition)));
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+ // Factor to interpolate lerp with
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+ float lerpFactor = fract(log2(pixScale));
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+ // Interpolate alpha threshold from noise at two scales
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+ float x = (1.0 - lerpFactor) * alpha.x + lerpFactor * alpha.y;
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+ // Pass into CDF to compute uniformly distrib threshold
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+ float a = min(lerpFactor, 1.0 - lerpFactor);
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+ vec3 cases = vec3(
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+ x * x / (2.0 * a * (1.0 - a)),
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+ (x - 0.5 * a) / (1.0 - a),
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+ 1.0 - ((1.0 - x) * (1.0 - x) / (2.0 * a * (1.0 - a)))
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+ );
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+ // Find our final, uniformly distributed alpha threshold
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+ float at = (x < (1.0 - a)) ? ((x < a) ? cases.x : cases.y) : cases.z;
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+ // Avoids ατ == 0. Could also do
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+ at = clamp(at, 1.0e-6, 1.0);
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+
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+ if (ma < 0.99 && (ma < 0.01 || ma < at)) discard;
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#endif
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