-
Notifications
You must be signed in to change notification settings - Fork 301
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Wrap the material with batched mesh uniforms
- Loading branch information
Showing
2 changed files
with
125 additions
and
70 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,122 @@ | ||
export function wrapFadeMaterial( material ) { | ||
|
||
const params = { | ||
fadeIn: { value: 0 }, | ||
fadeOut: { value: 0 }, | ||
fadeTexture: { value: null }, | ||
}; | ||
|
||
material.defines = { | ||
FEATURE_FADE: 0, | ||
}; | ||
|
||
material.onBeforeCompile = shader => { | ||
|
||
shader.uniforms = { | ||
...shader.uniforms, | ||
...params, | ||
}; | ||
|
||
shader.vertexShader = shader.vertexShader | ||
.replace( | ||
/void\s+main()\s+{/, | ||
value => /* glsl */` | ||
#ifdef USE_BATCHING | ||
varying float vBatchId; | ||
#endif | ||
${ value } | ||
#ifdef USE_BATCHING | ||
// add 0.5 to the value to avoid floating error that may cause flickering | ||
vBatchId = batchId + 0.5; | ||
#endif | ||
` | ||
); | ||
|
||
shader.fragmentShader = shader.fragmentShader | ||
.replace( /void main\(/, value => /* glsl */` | ||
#if FEATURE_FADE | ||
// adapted from https://www.shadertoy.com/view/Mlt3z8 | ||
float bayerDither2x2( vec2 v ) { | ||
return mod( 3.0 * v.y + 2.0 * v.x, 4.0 ); | ||
} | ||
float bayerDither4x4( vec2 v ) { | ||
vec2 P1 = mod( v, 2.0 ); | ||
vec2 P2 = floor( 0.5 * mod( v, 4.0 ) ); | ||
return 4.0 * bayerDither2x2( P1 ) + bayerDither2x2( P2 ); | ||
} | ||
#ifdef USE_BATCHING | ||
uniform sampler2D fadeTexture; | ||
varying float vBatchId; | ||
vec2 getFadeValues( const in float i ) { | ||
int size = textureSize( fadeTexture, 0 ).x; | ||
int j = int( i ); | ||
int x = j % size; | ||
int y = j / size; | ||
return texelFetch( fadeTexture, ivec2( x, y ), 0 ).rg; | ||
} | ||
#else | ||
uniform float fadeIn; | ||
uniform float fadeOut; | ||
#endif | ||
#endif | ||
${ value } | ||
` ) | ||
.replace( /#include <dithering_fragment>/, value => /* glsl */` | ||
${ value } | ||
#if FEATURE_FADE | ||
#ifdef USE_BATCHING | ||
vec2 fadeValues = getFadeValues( vBatchId ); | ||
float fadeIn = fadeValues.r; | ||
float fadeOut = fadeValues.g; | ||
#endif | ||
float bayerValue = bayerDither4x4( floor( mod( gl_FragCoord.xy, 4.0 ) ) ); | ||
float bayerBins = 16.0; | ||
float dither = ( 0.5 + bayerValue ) / bayerBins; | ||
if ( dither >= fadeIn ) { | ||
discard; | ||
} | ||
if ( dither < fadeOut ) { | ||
discard; | ||
} | ||
#endif | ||
` ); | ||
|
||
}; | ||
|
||
return params; | ||
|
||
} |