wip: FloatingPaint effect
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@@ -267,9 +267,12 @@ void EnkiBillalFullscreen_float
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// DISTORTION
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// DISTORTION
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float distortAtten = pow(smoothstep(5, 20, depthMeters), 2);
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float distortAtten = pow(smoothstep(5, 20, depthMeters), 2);
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float nDistort = FBMNoise3D(positionWS * float3(1, 2, 1) - time * .1 - np0 * .5, 1.5, 1, 2, .5) * 2 - 1;
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float nDistort0 = FBMNoise3D(positionWS * float3(1, 2.0, 1) - time * .1 - np0 * .5 + np3 * 3, 1.5, 1, 2, .5) * 2 - 1;
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float2 uvDistort = uv0 + nDistort * .03;
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float nDistort1 = FBMNoise3D(positionWS * float3(1, 1.5, 1) - time * .1 - np0 * .5 + np4 * 3, 1.5, 1, 2, .5) * 2 - 1;
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float3 sceneColor2 = SampleSceneColor(uvDistort);
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float2 uvDistort0 = uv0 + nDistort0 * .005;
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float2 uvDistort1 = uv0 + nDistort1 * .015;
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float3 sceneColor2 = SampleSceneColor(uvDistort0);
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sceneColor2 = lerp(sceneColor2, SampleSceneColor(uvDistort1), .3);
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float3 cDistort = saturate(sceneColor2 - sceneColor) * distortAtten;
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float3 cDistort = saturate(sceneColor2 - sceneColor) * distortAtten;
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// OUTLINE
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// OUTLINE
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@@ -314,7 +317,7 @@ void EnkiBillalFullscreen_float
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//c = lerp(c, sceneColor2, (greyscale + smoothstep(5, 35, depthMeters) * .8) * .5);
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//c = lerp(c, sceneColor2, (greyscale + smoothstep(5, 35, depthMeters) * .8) * .5);
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//c += sceneColor2 * greyscale * .5;
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//c += sceneColor2 * greyscale * .5;
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c = lerp(c, outlineColor, outline);
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c = lerp(c, outlineColor, outline);
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c += cDistort * .5;
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c += cDistort * 1;
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//c = ((c + 1) * (sceneColor2 + 0));
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//c = ((c + 1) * (sceneColor2 + 0));
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//c = smoothstep(-.1, 0, np2);
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//c = smoothstep(-.1, 0, np2);
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//c = greyscale;
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//c = greyscale;
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