wip: Main shader detail map
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@@ -246,7 +246,9 @@ void EnkiBillalFullscreen_float
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// COLOR (WIP)
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float3 pWS = positionWS; //scaledPositionOS;
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float3 c = sceneColor;
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/*float3 pWS = positionWS; //scaledPositionOS;
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float n0 = PerlinNoise3D(pWS, 2);
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float distort = WorldDistort(pWS + n0 * .2, normalWS, 1, .1);
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float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
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@@ -257,7 +259,7 @@ void EnkiBillalFullscreen_float
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float3 v = cell * .8; // * (grad + distort * .1);
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v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
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float3 c = sceneColor * lerp(.9, 1, v);
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c *= lerp(.9, 1, v);
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// DIRT
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@@ -267,7 +269,7 @@ void EnkiBillalFullscreen_float
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float dirt0 = smoothstep(.2, .22, dirtNoise0);
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float dirt1 = saturate(smoothstep(.01, .02, abs(dot(dirtNoise0, dirtNoise1) - .4)) + dirtNoise1 + outlineAtten);
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c *= dirt0 * dirt1;
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c *= dirt0 * dirt1;*/
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// SHADOW
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