"uniform vec3 uCamera;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
+"uniform bool uDepthCompare;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\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"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 14 0 \n"
+"#line 15 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 15 0 \n"
+"#line 16 0 \n"
"\n"
"float linear_depth( float depth, float near, float far ) \n"
"{\n"
"{\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"
" float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
" float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
"\n"
-" vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;\n"
-" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
-" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\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"
+" 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"
+" 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"
+" if( step(0.0,diff)+dither<0.3 )\n"
+" discard;\n"
+" }\n"
"\n"
" oColour = vec4( composite, opacity );\n"
-" //oColour = vec4( vec3(back_depth), 1.0 );\n"
"}\n"
""},
};
static GLuint _uniform_model_character_view_uCamera;
static GLuint _uniform_model_character_view_uInverseRatioDepth;
static GLuint _uniform_model_character_view_uInverseRatioMain;
+static GLuint _uniform_model_character_view_uDepthCompare;
static GLuint _uniform_model_character_view_g_world_depth;
static GLuint _uniform_model_character_view_uLightsArray;
static GLuint _uniform_model_character_view_uLightsIndex;
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_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);
}
_uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
_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" );
_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" );