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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-22 12:49:18 +02:00
add refraction support for materials; two pass rain shader
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@@ -1,7 +1,8 @@
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#define REFRACTION 1
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#include "manul/math.hlsli"
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#include "manul/material.hlsli"
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#include "manul/color_transform.hlsli"
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#include "manul/random.hlsli"
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sampler diffuse_sampler : register(s0);
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sampler raindrop_sampler : register(s1);
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@@ -9,163 +10,76 @@ sampler wipermask_sampler : register(s2);
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Texture2D<float4> diffuse : register(t0);
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Texture2D<float4> raindropsatlas : register(t1);
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Texture2D<float4> wipermask : register(t2);
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Texture2D<float> rain : register(t3);
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float4 getDropTex(float choice, float2 uv) {
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float2 offset;
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if (choice < .25) offset = float2(0.0, 0.0);
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else if (choice < .5) offset = float2(0.5, 0.0);
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else if (choice < .75) offset = float2(0.0, 0.5);
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else offset = float2(0.5, 0.5);
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return raindropsatlas.Sample(raindrop_sampler, offset + uv * 0.5);
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// Project the surface gradient (dhdx, dhdy) onto the surface (n, dpdx, dpdy)
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float3 CalculateSurfaceGradient(float3 n, float3 dpdx, float3 dpdy, float dhdx, float dhdy)
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{
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float3 r1 = cross(dpdy, n);
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float3 r2 = cross(n, dpdx);
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return (r1 * dhdx + r2 * dhdy) / dot(dpdx, r1);
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}
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float GetMixFactor(in float2 co, out float side);
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// Move the normal away from the surface normal in the opposite surface gradient direction
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float3 PerturbNormal(float3 n, float3 dpdx, float3 dpdy, float dhdx, float dhdy)
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{
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return normalize(n - CalculateSurfaceGradient(n, dpdx, dpdy, dhdx, dhdy));
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}
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// Calculate the surface normal using screen-space partial derivatives of the height field
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float3 CalculateSurfaceNormal(float3 position, float3 normal, float2 gradient)
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{
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float3 dpdx = ddx(position);
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float3 dpdy = ddy(position);
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float dhdx = gradient.x;
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float dhdy = gradient.y;
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return PerturbNormal(normal, dpdx, dpdy, dhdx, dhdy);
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}
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void MaterialPass(inout MaterialData material) {
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#if PASS & FORWARD_LIGHTING
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const float specular_intensity = 1.;
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const float wobble_strength = .002;
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const float wobble_speed = 30.;
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MaterialData material_glass = material;
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float4 tex_color = diffuse.Sample(diffuse_sampler, material.m_TexCoord);
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if (tex_color.a < .01) discard;
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uint2 size;
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rain.GetDimensions(size.x, size.y);
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float droplet_distance = rain.Sample(raindrop_sampler, material.m_ScreenCoord);
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float droplet_distance_x = rain.Sample(raindrop_sampler, material.m_ScreenCoord, int2(1, 0));
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float droplet_distance_y = rain.Sample(raindrop_sampler, material.m_ScreenCoord, int2(0, 1));
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float2 gradient = float2(droplet_distance_x - droplet_distance, droplet_distance_y - droplet_distance);
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material_glass.m_MaterialAlbedoAlpha.xyz = 0.;
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material_glass.m_MaterialNormal = material.m_Normal;
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material_glass.m_MaterialParams.g = .2;
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float3 normal = CalculateSurfaceNormal(material_glass.m_Position, material_glass.m_Normal, gradient * -.005);
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material_glass.m_MaterialNormal = normal;
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float cosTheta = saturate(dot(-normalize(material_glass.m_Position), normal));
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material.m_MaterialAlbedoAlpha.a = lerp(.1, FresnelSchlickRoughness(cosTheta, .04, 0.), smoothstep(0., .15, droplet_distance));
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float2 rainCoord = material.m_TexCoord;
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float gridSize = ceil(200.);
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float3 normal_world = mul((float3x3)g_InverseModelView, material_glass.m_MaterialNormal);
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const float numDrops = 20000.;
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const float cycleDuration = 4.;
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float4 glass_lit;
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ApplyMaterialLighting(glass_lit, material_glass, material_glass.m_PixelCoord);
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float squareMin = .5 / gridSize;
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float squareMax = 1.2 / gridSize;
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material.m_MaterialEmission = glass_lit * smoothstep(0., .15, droplet_distance) * saturate(normal_world.y * .5 + .5);
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float2 cell = floor(rainCoord * gridSize);
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material.m_MaterialAlbedoAlpha.xyz = 0.;
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material.m_RefractionOffset = normal.xy * (.005 / (length(material.m_Position) * tan(.5 * g_VerticalFov))) * smoothstep(0., .15, droplet_distance);
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float3 dropLayer = 0.;
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float dropMaskSum = 0.;
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float glass_opacity = FresnelSchlickRoughness(saturate(dot(-normalize(material.m_Position), material.m_Normal)), .2, 0.);
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material.m_MaterialEmission = lerp(material.m_MaterialEmission, 0., glass_opacity);
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material.m_MaterialAlbedoAlpha.a = lerp(material.m_MaterialAlbedoAlpha.a, 1., glass_opacity);
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material.m_MaterialParams.g = .05;
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material.m_MaterialNormal = material.m_Normal;
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// Grid of 9 droplets in immediate neighbourhood
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[unroll]
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for (int oy = -1; oy <= 1; ++oy) {
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[unroll]
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for (int ox = -1; ox <= 1; ++ox) {
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float2 neighborCell = cell + float2(ox, oy);
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float2 neighborCenter = (neighborCell + .5) / gridSize;
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float side;
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float mixFactor = GetMixFactor(neighborCenter, side);
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uint seed = Hash(uint3(neighborCell, side));
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if(mixFactor < RandF(seed)) {
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continue;
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}
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// Show a percentage of droplets given by rain intensity param
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float activationSeed = RandF(seed);
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if (activationSeed > g_RainParams.x)
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continue; // kropla nieaktywna
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// Randomly modulate droplet center & size
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float2 dropCenter = (neighborCell + float2(RandF(seed), RandF(seed))) / gridSize;
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float squareSize = lerp(squareMin, squareMax, RandF(seed));
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float lifeTime = g_Time + RandF(seed) * cycleDuration;
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float phase = frac(lifeTime / cycleDuration);
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float active = saturate(1. - phase);
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// Gravity influence (TODO add vehicle speed & wind here!)
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float gravityStart = .5;
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float gravityPhase = smoothstep(gravityStart, 1., phase);
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float dropMass = lerp(.3, 1.2, RandF(seed));
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float gravitySpeed = .15 * dropMass;
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float2 gravityOffset = float2(0., gravityPhase * gravitySpeed * phase);
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// Random wobble
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bool hasWobble = (RandF(seed) < .10);
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float2 wobbleOffset = 0.;
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if (hasWobble && gravityPhase > 0.) {
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float intensity = sin(g_Time * wobble_speed + RandF(seed) * 100.) * wobble_strength * gravityPhase;
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wobbleOffset = float2(intensity, 0.);
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}
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float2 slideOffset = gravityOffset + wobbleOffset;
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// Flatten droplets influenced by gravity
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float flattenAmount = smoothstep(0.1, 0.5, gravityPhase);
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float flattenX = lerp(1.0, 0.4, flattenAmount);
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float stretchY = lerp(1.0, 1.6, flattenAmount);
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// Droplet local position & mask
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float2 diff = (rainCoord + slideOffset) - dropCenter;
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diff.x *= 1.0 / flattenX;
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diff.y *= 1.0 / stretchY;
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float mask = smoothstep(squareSize * 0.5, squareSize * 0.45, max(abs(diff.x), abs(diff.y)));
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if (mask > .001) {
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float2 localUV = (diff + squareSize * 0.5) / squareSize;
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float choice = RandF(seed);
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float4 dropTex = getDropTex(choice, localUV);
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float sharpAlpha = smoothstep(0.3, 0.9, dropTex.a);
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float colorLuma = length(dropTex.rgb);
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float alphaRange = smoothstep(0.1, 0.3, colorLuma);
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float blackAlpha = lerp(0.25, 0.85, alphaRange);
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dropLayer += dropTex.rgb * sharpAlpha * active * blackAlpha * mask;
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dropMaskSum += sharpAlpha * active * blackAlpha * mask;
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}
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}
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}
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float3 finalMix = dropLayer;
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float alphaOut = clamp(dropMaskSum, 0.0, 1.0);
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material.m_MaterialAlbedoAlpha = float4(finalMix, alphaOut);
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{ // Overlay windshield texture with alpha
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material.m_MaterialAlbedoAlpha.xyz = lerp(material.m_MaterialAlbedoAlpha.xyz, tex_color.xyz, tex_color.a);
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material.m_MaterialAlbedoAlpha.a = lerp(material.m_MaterialAlbedoAlpha.a, 1., tex_color.a);
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material.m_MaterialEmission.xyz = lerp(material.m_MaterialEmission.xyz, 0., tex_color.a);
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material.m_MaterialParams.g = lerp(material.m_MaterialParams.g, float4(0., .5, 1., .5), tex_color.a);
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}
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#endif
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}
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#if PASS & FORWARD_LIGHTING
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float GetMixFactor(in float2 co, out float side) {
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float4 movePhase = g_WiperPos;
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bool4 is_out = movePhase <= 1.;
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movePhase = select(is_out, movePhase, 2. - movePhase);
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float4 mask = wipermask.Sample(wipermask_sampler, co);
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float4 areaMask = step(.001, mask);
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float4 maskVal = select(is_out, mask, 1. - mask);
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float4 wipeWidth = smoothstep(1., .9, movePhase) * .25;
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float4 cleaned = smoothstep(movePhase - wipeWidth, movePhase, maskVal) * areaMask;
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float4 side_v = step(maskVal, movePhase);
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cleaned *= side_v;
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side_v = select(is_out, 1. - side_v, side_v);
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// "regeneration", raindrops gradually returning after wiper pass:
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float4 regenPhase = saturate((g_Time - lerp(g_WiperTimerOut, g_WiperTimerReturn, side_v) - .2) / g_RainParams.y);
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side_v = lerp(0., 1. - side_v, areaMask);
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float4 factor_v = lerp(1., regenPhase * (1. - cleaned), areaMask);
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side = 0.;
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float out_factor = 1.;
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// Find out the wiper blade that influences given grid cell the most
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[unroll]
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for(int i = 0; i < 4; ++i)
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{
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bool is_candidate = factor_v[i] < out_factor;
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out_factor = select(is_candidate, factor_v[i], out_factor);
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side = select(is_candidate, side_v[i], side);
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}
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return out_factor;
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}
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#endif
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