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@ -227,21 +227,20 @@ void main()
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}
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}
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/* Add a small bias so the grid will always
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* be on top of a mesh with the same depth. */
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float grid_depth = gl_FragCoord.z - 6e-8 - fwidth(gl_FragCoord.z);
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float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
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if ((gridFlag & GRID_BACK) != 0) {
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fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
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}
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else {
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/* Add a small bias so the grid will always be below of a mesh with the same depth. */
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float grid_depth = gl_FragCoord.z + 4.8e-7;
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/* Manual, non hard, depth test:
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* Progressively fade the grid below occluders
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* (avoids popping visuals due to depth buffer precision) */
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/* Harder settings tend to flicker more,
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* but have less "see through" appearance. */
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const float test_hardness = 1e7;
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fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
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float bias = max(fwidth(gl_FragCoord.z), 2.4e-7);
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fade *= linearstep(grid_depth, grid_depth + bias, scene_depth);
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}
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FragColor.a *= fade;
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