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Shader debugging: scaling the world
In the linearizeDepth function in area_effect.frag, I was multiplying by 2, but the scaling of the world was off. The number I found that works best is e - 0.99, and I have no idea why.
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3 changed files with 44 additions and 16 deletions
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@ -100,8 +100,8 @@ public class EffectsHandler {
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program.bindDepthTexture(mainBuffer.getDepthAttachment());
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GameRenderer gameRenderer = Minecraft.getInstance().gameRenderer;
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Matrix4f projection = gameRenderer.getBasicProjectionMatrix(gameRenderer.getActiveRenderInfo(), AnimationTickHolder.getPartialTicks(), true);
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//Matrix4f projection = Backend.projectionMatrix.copy();
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//Matrix4f projection = gameRenderer.getBasicProjectionMatrix(gameRenderer.getActiveRenderInfo(), AnimationTickHolder.getPartialTicks(), true);
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Matrix4f projection = Backend.projectionMatrix.copy();
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//projection.a23 = projection.a32 = 0;
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projection.a33 = 1;
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projection.invert();
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@ -117,6 +117,9 @@ public class EffectsHandler {
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// Vector3d pos3 = new Vector3d(906, 84, -207);
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Vector3d cameraPos = gameRenderer.getActiveRenderInfo().getProjectedView();
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program.setTestParam((float) (Math.E - 0.99));
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program.setCameraPos(cameraPos.inverse());
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for (int i = 0; i < 16; i++) {
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double angle = (Math.PI * AnimationTickHolder.getRenderTime() / 40) + i * Math.PI / 4;
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@ -39,6 +39,9 @@ public class SphereFilterProgram extends GlProgram {
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protected final int uNearPlane;
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protected final int uFarPlane;
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protected final int uCameraPos;
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protected final int testParam;
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// protected final int uSphereCenter;
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// protected final int uSphereRadius;
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// protected final int uSphereFeather;
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@ -62,6 +65,8 @@ public class SphereFilterProgram extends GlProgram {
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uInverseView = getUniformLocation("uInverseView");
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uNearPlane = getUniformLocation("uNearPlane");
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uFarPlane = getUniformLocation("uFarPlane");
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uCameraPos = getUniformLocation("uCameraPos");
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testParam = getUniformLocation("testParam");
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//
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// uSphereCenter = getUniformLocation("uSphereCenter");
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// uSphereRadius = getUniformLocation("uSphereRadius");
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@ -82,6 +87,14 @@ public class SphereFilterProgram extends GlProgram {
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GL20.glUniform1f(uFarPlane, farPlane);
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}
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public void setTestParam(float farPlane) {
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GL20.glUniform1f(testParam, farPlane);
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}
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public void setCameraPos(Vector3d pos) {
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GL20.glUniform3f(uCameraPos, (float) pos.x, (float) pos.y, (float) pos.z);
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}
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public void clear() {
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filters.clear();
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}
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@ -12,6 +12,12 @@ uniform sampler2D uDepth;
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uniform sampler2D uColor;
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uniform float uNearPlane = 0.15;
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uniform float uFarPlane = 1.;
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uniform vec3 uCameraPos;
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uniform float testParam = 2.0;
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uniform mat4 uInverseProjection;
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uniform mat4 uInverseView;
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struct SphereFilter {
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vec4 sphere;// <vec3 position, float radius>
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@ -26,8 +32,9 @@ layout (std140) uniform Filters {
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};
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float linearizeDepth(float d, float zNear, float zFar) {
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float z_n = 2.0 * d - 1.0;
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return 2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear));
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float clipZ = 2.0 * d - 1.0;
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float linearized = zNear * zFar / (zFar + zNear - clipZ * (zFar - zNear));
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return testParam * linearized;
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}
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vec4 filterColor(mat4 colorOp, vec4 frag) {
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@ -41,7 +48,7 @@ float getDepth() {
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float depth = texture2D(uDepth, ScreenCoord).r;
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depth = linearizeDepth(depth, uNearPlane, uFarPlane);
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//depth = ( - uNearPlane) / (uFarPlane - uNearPlane);
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//depth = (depth - uNearPlane) / (uFarPlane - uNearPlane);
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//depth = depth / uFarPlane;
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return depth;
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@ -49,19 +56,24 @@ float getDepth() {
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void main() {
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float depth = getDepth();
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vec3 worldPos = WorldDir * depth;
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vec3 worldPos = WorldDir * depth - uCameraPos;
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vec4 accum = texture2D(uColor, ScreenCoord);
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vec4 diffuse = texture2D(uColor, ScreenCoord);
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//
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// for (int i = 0; i < uCount; i++) {
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// SphereFilter s = uSpheres[i];
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//
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// float distance = distance(s.sphere.xyz, worldPos);
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// float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
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//
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// accum = mix(accum, filterColor(s.colorOp, accum), strength);
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// }
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//
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// Color = accum;
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for (int i = 0; i < uCount; i++) {
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SphereFilter s = uSpheres[i];
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vec3 fractionalCoords = fract(worldPos);
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float distance = distance(s.sphere.xyz, worldPos);
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float strength = 1 - smoothstep(s.sphere.w - s.feather, s.sphere.w + s.feather, distance);
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vec3 isBonudary = step(15./16., fractionalCoords);
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accum = mix(accum, filterColor(s.colorOp, accum), strength);
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}
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Color = accum;
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//Color = vec4(vec3(distance / uFarPlane), 1.);
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Color = vec4(mix(diffuse.rgb, fractionalCoords, isBonudary), 1.);
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}
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