" aCo = a_co;\n"
" aWorldCo = world_pos;\n"
"\n"
-" // TODO:\n"
+" // TODO: motion vectors\n"
" aMotionVec0 = vec3(1.0);\n"
" aMotionVec1 = vec3(1.0);\n"
"}\n"
" vec4 g_sunset_ambient;\n"
" vec4 g_sun_colour;\n"
" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
"\n"
" float g_water_fog;\n"
" float g_time;\n"
" return ambient + (light_sun + sky_reflection) * shadow;\n"
"}\n"
"\n"
-"#line 42 0 \n"
+"#line 44 0 \n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"{\n"
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return texture( g_world_depth, depth_coord ).g-ref_depth;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
"}\n"
"\n"
"#line 12 0 \n"
+"#line 1 3 \n"
+"uniform sampler2D uTexSceneDepth;\n"
+"uniform vec3 uInverseRatioDepth;\n"
+"uniform vec3 uInverseRatioMain;\n"
+"uniform bool uDepthCompare;\n"
+"\n"
+"float linear_depth( float depth, float near, float far ) {\n"
+" float z = depth * 2.0 - 1.0;\n"
+" return (2.0 * near * far) / (far + near - z * (far - near)); \n"
+"}\n"
"\n"
-"void main()\n"
-"{\n"
+"void depth_compare_dither(){\n"
+" if( uDepthCompare ){\n"
+" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
+" * uInverseRatioDepth.xy;\n"
+" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
+" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
+"\n"
+" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
+" float diff = back_depth - front_depth;\n"
+"\n"
+" vec2 ssuv = gl_FragCoord.xy;\n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+"\n"
+" if( step(0.0,diff)+dither<0.3 )\n"
+" discard;\n"
+" }\n"
+"}\n"
+"\n"
+"#line 13 0 \n"
+"\n"
+"void main(){\n"
+" depth_compare_dither();\n"
" compute_motion_vectors();\n"
"\n"
-" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
+" vec3 qnorm = aNorm;\n"
" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
" vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
"\n"
static GLuint _uniform_model_character_view_g_world_depth;
static GLuint _uniform_model_character_view_uLightsArray;
static GLuint _uniform_model_character_view_uLightsIndex;
+static GLuint _uniform_model_character_view_uTexSceneDepth;
+static GLuint _uniform_model_character_view_uInverseRatioDepth;
+static GLuint _uniform_model_character_view_uInverseRatioMain;
+static GLuint _uniform_model_character_view_uDepthCompare;
static void shader_model_character_view_uPv(m4x4f m){
glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
}
static void shader_model_character_view_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);
}
+static void shader_model_character_view_uTexSceneDepth(int i){
+ glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
+}
+static void shader_model_character_view_uInverseRatioDepth(v3f v){
+ glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
+}
+static void shader_model_character_view_uInverseRatioMain(v3f v){
+ glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
+}
+static void shader_model_character_view_uDepthCompare(int b){
+ glUniform1i(_uniform_model_character_view_uDepthCompare,b);
+}
static void shader_model_character_view_register(void){
vg_shader_register( &_shader_model_character_view );
}
_uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
_uniform_model_character_view_uLightsArray = glGetUniformLocation( _shader_model_character_view.id, "uLightsArray" );
_uniform_model_character_view_uLightsIndex = glGetUniformLocation( _shader_model_character_view.id, "uLightsIndex" );
+ _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" );
+ _uniform_model_character_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioDepth" );
+ _uniform_model_character_view_uInverseRatioMain = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioMain" );
+ _uniform_model_character_view_uDepthCompare = glGetUniformLocation( _shader_model_character_view.id, "uDepthCompare" );
}
#endif /* SHADER_model_character_view_H */