feat: opaque amror

This commit is contained in:
TrèsAbhi committed 2024-01-10 17:29:49 -06:00
1 parent f6b4bb3923
commit f9d0659bd4
8 files changed
+119 -28

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@@ -1,4 +1,6 @@
varying vec3 vViewPosition;
// split shaders due to https://github.com/FarazzShaikh/THREE-CustomShaderMaterial/issues/48
varying vec3 vCSMViewPosition;
uniform float thickness;
uniform float penetration;
uniform float ricochet;
@@ -7,7 +9,7 @@ uniform float normalization;
void main() {
vec3 normalizedNormal = normalize(vNormal);
vec3 normalizedViewPosition = normalize(vViewPosition);
vec3 normalizedViewPosition = normalize(vCSMViewPosition);
float cosAngle = dot(normalizedNormal, -normalizedViewPosition);
float angle = acos(cosAngle);
@@ -18,18 +20,18 @@ void main() {
float finalPenetration = penetration;
float effectiveArmor = thickness / cos(angle - finalNormalization);
if(angle < ricochet) {
if (angle < ricochet) {
// no auto-ricochet, resume checks
if(threeCaliberRule) {
if (threeCaliberRule) {
penetrationChance = 1.0;
} else {
float maxRandomPenetrationBuff = finalPenetration * 0.05;
float penetrationDifference = effectiveArmor - finalPenetration;
if(penetrationDifference > maxRandomPenetrationBuff) {
if (penetrationDifference > maxRandomPenetrationBuff) {
// even with a +5% buff, can't penetrate
penetrationChance = 0.0;
} else if(penetrationDifference < -maxRandomPenetrationBuff) {
} else if (penetrationDifference < -maxRandomPenetrationBuff) {
// event with a -5% nerf, can penetrate
penetrationChance = 1.0;
} else {
@@ -39,5 +41,5 @@ void main() {
}
}
csm_FragColor *= vec4(1.0, 0.0, 0.0, (1.0 - penetrationChance) * 0.5);
csm_FragColor = vec4(1.0, 0.0, 0.0, (1.0 - penetrationChance) * 0.5);
}