input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.fs
1 uniform sampler2D uTexMain;
2 uniform sampler2D uTexSceneDepth;
3 uniform vec3 uCamera;
4 uniform vec3 uInverseRatioDepth;
5 uniform vec3 uInverseRatioMain;
6
7 in vec4 aColour;
8 in vec2 aUv;
9 in vec3 aNorm;
10 in vec3 aCo;
11 in vec3 aWorldCo;
12
13 #include "common_world.glsl"
14 #include "motion_vectors_fs.glsl"
15
16 float linear_depth( float depth, float near, float far )
17 {
18 float z = depth * 2.0 - 1.0;
19 return (2.0 * near * far) / (far + near - z * (far - near));
20 }
21
22 void main()
23 {
24 compute_motion_vectors();
25
26 vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
27 vec3 diffuse = texture( uTexMain, aUv ).rgb;
28 vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
29
30 float dist = distance( aWorldCo, uCamera ) - 0.08;
31 float opacity = clamp( dist*dist, 0.0, 1.0 );
32
33 vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;
34 float back_depth = texture( uTexSceneDepth, back_coord ).r;
35 float front_depth = gl_FragCoord.z/gl_FragCoord.w;
36
37 back_depth = linear_depth( back_depth, 0.1, 2100.0 );
38 float diff = back_depth - front_depth;
39
40 vec2 ssuv = gl_FragCoord.xy;
41 vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
42 float dither = fract( vDither.g / 71.0 ) - 0.5;
43
44 if( step(0.0,diff)+dither<0.3 )
45 discard;
46
47 oColour = vec4( composite, opacity );
48 }