uniform sampler2D uTexMain;
+uniform sampler2D uTexSceneDepth;
uniform vec3 uCamera;
+uniform vec3 uInverseRatioDepth;
+uniform vec3 uInverseRatioMain;
+uniform bool uDepthCompare;
in vec4 aColour;
in vec2 aUv;
#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 vfrag = texture( uTexMain, aUv ).rgb;
+ vec3 qnorm = aNorm;
+ vec3 diffuse = texture( uTexMain, aUv ).rgb;
+ vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
- // Lighting
- vec3 halfview = uCamera - aWorldCo;
- float fdist = length( halfview );
- halfview /= fdist;
- fdist -= 0.08;
+ float dist = distance( aWorldCo, uCamera ) - 0.08;
+ float opacity = clamp( dist*dist, 0.0, 1.0 );
- vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
+ if( uDepthCompare ){
+ 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;
- vec3 total_light = newlight_compute_ambient();
- vec3 world_light = newlight_compute_world_diffuse( qnorm );
+ back_depth = linear_depth( back_depth, 0.1, 2100.0 );
+ float diff = back_depth - front_depth;
- float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );
- total_light += world_light * world_shadow;
+ vec2 ssuv = gl_FragCoord.xy;
+ vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
+ float dither = fract( vDither.g / 71.0 ) - 0.5;
- vfrag = apply_fog( vfrag * total_light, fdist );
+ if( step(0.0,diff)+dither<0.3 )
+ discard;
+ }
- float opacity = clamp( fdist*fdist, 0.0, 1.0 );
- oColour = vec4(vfrag,opacity);
+ oColour = vec4( composite, opacity );
}