Today I showcase more smoothed normals with transparency. Progress is slow, but moving. I assure you that getting the data required for the final calculation is not easy. The depth buffer in source is super broken for some reason.
There are 4 textures in the lefthand corner of the screen, this is what they do:
1. This texture shows the normal map of the sprites. They are projected into what looks like a sphere
2. This texture shows the normal map, but smoothed with depth based gaussian blur.
3. The framebuffer used for transparency / refraction. This is basically what the scene looked like before the particles were rendered.
4. Depth texture used for estimating how many pixels to cross during blurring and to show which pixels to discard in screenspace.
Image with 4 textures (good visual of whats going on):
https://cdn.discordapp.com/attachment...
discord: / discord