Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
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17 changed files with 183 additions and 32 deletions
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@ -1126,7 +1126,10 @@ void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
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applySSAO = true;
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if (r_dithertransparency && vp.IsAllowedOoB())
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{
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vp.camera->tracer ? SetDitherTransFlags(vp.camera->tracer) : SetDitherTransFlags(players[consoleplayer].mo);
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if (vp.camera->tracer)
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SetDitherTransFlags(vp.camera->tracer);
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else
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SetDitherTransFlags(players[consoleplayer].mo);
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}
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}
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else if (drawmode == DM_OFFSCREEN)
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@ -1161,6 +1164,8 @@ void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
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RenderScene(state);
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screen->UpdateLinearDepthTexture();
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if (applySSAO && state.GetPassType() == GBUFFER_PASS)
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{
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screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
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