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refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8
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28
assets/shaders/block_accumulation_f_shader.glsl
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28
assets/shaders/block_accumulation_f_shader.glsl
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#version 460
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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in vec2 tc;
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flat in int tex_layer;
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in float v_depth;
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layout (binding = 0) uniform sampler2DArray samp;
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float weight(float z, float a) {
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float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
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return a * clamp(intermediate, 1e-2, 3e2);
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}
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void main() {
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vec4 color = texture(samp, vec3(tc, tex_layer));
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float alpha = color.a;
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if (alpha < 1e-4) discard;
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float w = weight(v_depth, alpha);
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accum = vec4(color.rgb * alpha * w, alpha * w);
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reveal = alpha;
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}
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