uniform sampler2D uTexMain; uniform sampler2D uTexSceneDepth; uniform vec3 uCamera; uniform vec3 uInverseRatioDepth; uniform vec3 uInverseRatioMain; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; in vec3 aWorldCo; #include "common_world.glsl" #include "motion_vectors_fs.glsl" float linear_depth( float depth, float near, float far ) { float z = depth * 2.0 - 1.0; return (2.0 * near * far) / (far + near - z * (far - near)); } void main() { compute_motion_vectors(); vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); vec3 diffuse = texture( uTexMain, aUv ).rgb; vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 ); float dist = distance( aWorldCo, uCamera ) - 0.08; float opacity = clamp( dist*dist, 0.0, 1.0 ); vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy; float back_depth = texture( uTexSceneDepth, back_coord ).r; float front_depth = gl_FragCoord.z/gl_FragCoord.w; back_depth = linear_depth( back_depth, 0.1, 2100.0 ); float diff = back_depth - front_depth; vec2 ssuv = gl_FragCoord.xy; vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); float dither = fract( vDither.g / 71.0 ) - 0.5; if( step(0.0,diff)+dither<0.3 ) discard; oColour = vec4( composite, opacity ); }