feat: more accurate angle calculation in fragment shader

This commit is contained in:
TrèsAbhi committed 2024-02-22 18:14:59 -06:00
1 parent 8467fb98d6
commit e33ae0f81b
1 file changed
+7 -3
@@ -31,6 +31,10 @@ float depthToDistance(float depth) {
return worldDistance;
}
float angleTo(vec3 a, vec3 b) {
return acos(dot(a, b) / (length(a) * length(b)));
}
void main() {
float penetrationChance = -1.0;
float splashChance = -1.0;
@@ -42,12 +46,12 @@ void main() {
bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0;
float spacedArmorAngle = spacedArmorMaskColor.r * (PI / 2.0);
float coreArmorangle = acos(dot(vNormal, -normalize(vViewPosition)));
float coreArmorAngle = angleTo(vNormal, -vViewPosition);
bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness;
float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness;
bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
bool hasRicochetedSpacedArmor = isUnderSpacedArmor && !spacedArmorThreeCalibersRule && spacedArmorAngle >= ricochetAngle;
bool hasRicochetedCoreArmor = !hasRicochetedSpacedArmor && !isUnderExternalModule && canRicochet && !coreArmorThreeCalibersRule && coreArmorangle >= ricochetAngle;
bool hasRicochetedCoreArmor = !hasRicochetedSpacedArmor && !isUnderExternalModule && canRicochet && !coreArmorThreeCalibersRule && coreArmorAngle >= ricochetAngle;
if (hasRicochetedCoreArmor || hasRicochetedSpacedArmor) {
penetrationChance = 0.0;
@@ -82,7 +86,7 @@ void main() {
bool coreArmorTwoCalibersRule = caliber > 2.0 * thickness && thickness > 0.0;
float finalNormalization = coreArmorTwoCalibersRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
float finalCoreArmorThickness = thickness / cos(coreArmorangle - finalNormalization);
float finalCoreArmorThickness = thickness / cos(coreArmorAngle - finalNormalization);
float deltaPenetration = finalCoreArmorThickness - remainingPenetration;
float randomRadius = remainingPenetration * 0.05;