" 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"
.orig_file = "shaders/model_character_view.fs",
.static_src =
"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uCamera;\n"
+"uniform vec3 uInverseRatioDepth;\n"
+"uniform vec3 uInverseRatioMain;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\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"
" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 11 0 \n"
+"#line 14 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 12 0 \n"
+"#line 15 0 \n"
+"\n"
+"float linear_depth( float depth, float near, float far ) \n"
+"{\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"
" 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"
+"\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"
" oColour = vec4( composite, opacity );\n"
"}\n"
""},
static GLuint _uniform_model_character_view_uPv;
static GLuint _uniform_model_character_view_uTransforms;
static GLuint _uniform_model_character_view_uTexMain;
+static GLuint _uniform_model_character_view_uTexSceneDepth;
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_g_world_depth;
static GLuint _uniform_model_character_view_uLightsArray;
static GLuint _uniform_model_character_view_uLightsIndex;
static void shader_model_character_view_uTexMain(int i){
glUniform1i(_uniform_model_character_view_uTexMain,i);
}
+static void shader_model_character_view_uTexSceneDepth(int i){
+ glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
+}
static void shader_model_character_view_uCamera(v3f v){
glUniform3fv(_uniform_model_character_view_uCamera,1,v);
}
+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_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);
}
_uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" );
_uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
_uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
+ _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" );
_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_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" );