fix: high precision depth map

This commit is contained in:
TrèsAbhi committed 2024-01-24 16:05:59 -06:00
1 parent e094267223
commit 77ac1453f3
2 files changed
+4 -12

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@@ -1,4 +1,5 @@
import { Card, Flex, Tabs, Theme } from '@radix-ui/themes'; import { Card, Flex, Tabs, Theme } from '@radix-ui/themes';
import { PerspectiveCamera } from '@react-three/drei';
import { Canvas } from '@react-three/fiber'; import { Canvas } from '@react-three/fiber';
import { Suspense, use, useEffect, useRef, useState } from 'react'; import { Suspense, use, useEffect, useRef, useState } from 'react';
import { applyPitchYawLimits } from '../../../../../../core/blitz/applyPitchYawLimits'; import { applyPitchYawLimits } from '../../../../../../core/blitz/applyPitchYawLimits';
@@ -158,12 +159,8 @@ export function TankSandbox() {
</Tabs.Root> </Tabs.Root>
<div style={{ height: '100%' }}> <div style={{ height: '100%' }}>
<Canvas <Canvas shadows ref={canvas} onPointerDown={handlePointerDown}>
shadows <PerspectiveCamera makeDefault fov={25} far={32} />
ref={canvas}
camera={{ fov: 25 }}
onPointerDown={handlePointerDown}
>
<Controls /> <Controls />
<SceneProps /> <SceneProps />
@@ -176,7 +173,6 @@ export function TankSandbox() {
</div> </div>
<Options canvas={canvasWrapper} isFullScreen={isFullScreen} /> <Options canvas={canvasWrapper} isFullScreen={isFullScreen} />
<RotationInputs /> <RotationInputs />
</Flex> </Flex>
</Theme> </Theme>
@@ -10,7 +10,7 @@ uniform float caliber;
uniform float ricochetAngle; uniform float ricochetAngle;
uniform float normalization; uniform float normalization;
uniform sampler2D externalModuleMask; uniform sampler2D externalModuleMask;
uniform sampler2D spacedArmorDepth; uniform highp sampler2D spacedArmorDepth;
uniform sampler2D spacedArmorMask; uniform sampler2D spacedArmorMask;
uniform vec2 resolution; uniform vec2 resolution;
varying mat4 vProjectionMatrix; varying mat4 vProjectionMatrix;
@@ -112,8 +112,4 @@ void main() {
} else { } else {
gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5); gl_FragColor = vec4(color, (1.0 - penetrationChance) * 0.5);
} }
// if (isUnderExternalModule) {
// gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
// }
} }