@@ -67,6 +67,7 @@ out Varying
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float out_shadowing;
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vec2 out_scaledUV;
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vec4 out_heightData;
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+ vec4 out_smudgeData;
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};
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// //////////////////////////////////////////////////////////////
@@ -105,51 +106,14 @@ void main(void)
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float steamStrength = smudgeDataC.z;
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{
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- vec2 outScaledUV = vec2 (0.0 );;
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+ vec2 outScaledUV = vec2 (0.0 );
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+ out_smudgeData = texture(s_smudgeData, in_uv);
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vec2 smudgeVec = textureLod( s_smudgeData, in_uv, u_smudgeSampleMip ).xy;
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vec2 smudgeDir = normalize (smudgeVec);
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vec2 uvOffset = smudgeVec * u_smudgeSampleOffset;
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- // vec2 smudgeSampleVec = textureLod( s_smudgeData, in_uv + uvOffset, u_smudgeSampleMip ).xy;
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- // vec2 smudgeSampleDir = normalize( smudgeSampleVec );
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- // float dp = dot( smudgeSampleDir, smudgeDir );
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-
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outScaledUV -= uvOffset;
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- // outScaledUV -= in_uv + uvOffset;
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- // outScaledUV *= 1.0 + u_smudgeUVStrength * dp;
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- // outScaledUV += in_uv + uvOffset;
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-
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- /*
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- float mipLevel = u_smudgeSampleMip + 1.0;
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- float offset = u_smudgeSampleOffset;
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- float strength = u_smudgeUVStrength;
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- for ( int i = 0; i < 4; i++ )
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- {
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- vec2 offsetH = vec2(offset, 0.0);
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- vec2 offsetV = vec2(0.0, offset);
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-
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- vec2 sumdgeSampleVecL = textureLod( s_smudgeData, in_uv - offsetH, mipLevel ).xy;
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- vec2 sumdgeSampleVecR = textureLod( s_smudgeData, in_uv + offsetH, mipLevel ).xy;
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- vec2 sumdgeSampleVecU = textureLod( s_smudgeData, in_uv - offsetV, mipLevel ).xy;
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- vec2 sumdgeSampleVecD = textureLod( s_smudgeData, in_uv + offsetV, mipLevel ).xy;
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-
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- float dpL = 1.0 - abs( dot( normalize(sumdgeSampleVecL), smudgeDir ) );
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- float dpR = 1.0 - abs( dot( normalize(sumdgeSampleVecR), smudgeDir ) );
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- float dpU = 1.0 - abs( dot( normalize(sumdgeSampleVecU), smudgeDir ) );
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- float dpD = 1.0 - abs( dot( normalize(sumdgeSampleVecD), smudgeDir ) );
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-
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- outScaledUV.x += strength * dpL;
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- outScaledUV.x -= strength * dpR;
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- outScaledUV.y += strength * dpU;
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- outScaledUV.y -= strength * dpD;
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-
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- mipLevel += 1.0;
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- offset *= 2.0;
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- strength *= 4.0;
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- }
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- */
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-
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outScaledUV += in_uv;
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out_scaledUV = outScaledUV * u_uvRepeat;
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}
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