5e02144f17b8a18b8f09b7537a4e1cfa8e006966
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / depth_compare.glsl
1 uniform sampler2D uTexSceneDepth;
2 uniform vec3 uInverseRatioDepth;
3 uniform vec3 uInverseRatioMain;
4 uniform bool uDepthCompare;
5
6 float linear_depth( float depth, float near, float far ) {
7 float z = depth * 2.0 - 1.0;
8 return (2.0 * near * far) / (far + near - z * (far - near));
9 }
10
11 void depth_compare_dither(){
12 if( uDepthCompare ){
13 vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy
14 * uInverseRatioDepth.xy;
15 float back_depth = texture( uTexSceneDepth, back_coord ).r;
16 float front_depth = gl_FragCoord.z/gl_FragCoord.w;
17
18 back_depth = linear_depth( back_depth, 0.1, 2100.0 );
19 float diff = back_depth - front_depth;
20
21 vec2 ssuv = gl_FragCoord.xy;
22 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
23 float dither = fract( vDither.g / 71.0 ) - 0.5;
24
25 if( step(0.0,diff)+dither<0.3 )
26 discard;
27 }
28 }