"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
-"#line 9 0 \n"
+"#line 6 0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
"uniform vec4 uOffset;\n"
"\n"
-"out vec4 aColour;\n"
"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
+"out vec4 aNorm;\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
"\n"
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
-" aWorldCo = world_pos0;\n"
-" aColour = a_colour;\n"
+"\n"
" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
+" aCo = co;\n"
+" aWorldCo = world_pos0;\n"
"}\n"
""},
.fs =
{
.orig_file = "shaders/model_font.fs",
.static_src =
-"out vec4 FragColor;\n"
+"layout (location = 0) out vec4 oColour;\n"
"\n"
"uniform sampler2D uTexMain;\n"
"uniform vec4 uColour;\n"
"\n"
-"in vec4 aColour;\n"
"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
+"in vec4 aNorm;\n"
"in vec3 aCo;\n"
"\n"
"#line 1 1 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
+"#line 11 0 \n"
+"#line 1 2 \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 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 12 0 \n"
"\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
+" depth_compare_dither();\n"
" compute_motion_vectors();\n"
-" FragColor = texture( uTexMain, aUv ) * uColour;\n"
+" oColour = texture( uTexMain, aUv ) * uColour;\n"
"}\n"
""},
};
static GLuint _uniform_model_font_uOffset;
static GLuint _uniform_model_font_uTexMain;
static GLuint _uniform_model_font_uColour;
+static GLuint _uniform_model_font_uTexSceneDepth;
+static GLuint _uniform_model_font_uInverseRatioDepth;
+static GLuint _uniform_model_font_uInverseRatioMain;
+static GLuint _uniform_model_font_uDepthCompare;
static void shader_model_font_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_model_font_uColour(v4f v){
glUniform4fv(_uniform_model_font_uColour,1,v);
}
+static void shader_model_font_uTexSceneDepth(int i){
+ glUniform1i(_uniform_model_font_uTexSceneDepth,i);
+}
+static void shader_model_font_uInverseRatioDepth(v3f v){
+ glUniform3fv(_uniform_model_font_uInverseRatioDepth,1,v);
+}
+static void shader_model_font_uInverseRatioMain(v3f v){
+ glUniform3fv(_uniform_model_font_uInverseRatioMain,1,v);
+}
+static void shader_model_font_uDepthCompare(int b){
+ glUniform1i(_uniform_model_font_uDepthCompare,b);
+}
static void shader_model_font_register(void){
vg_shader_register( &_shader_model_font );
}
_uniform_model_font_uOffset = glGetUniformLocation( _shader_model_font.id, "uOffset" );
_uniform_model_font_uTexMain = glGetUniformLocation( _shader_model_font.id, "uTexMain" );
_uniform_model_font_uColour = glGetUniformLocation( _shader_model_font.id, "uColour" );
+ _uniform_model_font_uTexSceneDepth = glGetUniformLocation( _shader_model_font.id, "uTexSceneDepth" );
+ _uniform_model_font_uInverseRatioDepth = glGetUniformLocation( _shader_model_font.id, "uInverseRatioDepth" );
+ _uniform_model_font_uInverseRatioMain = glGetUniformLocation( _shader_model_font.id, "uInverseRatioMain" );
+ _uniform_model_font_uDepthCompare = glGetUniformLocation( _shader_model_font.id, "uDepthCompare" );
}
#endif /* SHADER_model_font_H */