"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"#line 18 0 \n"
"\n"
+"// Pasted from common_world.glsl\n"
+"vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" float light_mask = compute_board_shadow();\n"
+"\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" return diffuse * total_light;\n"
+"}\n"
+"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-" vec4 beneath, vec4 above )\n"
+" vec4 beneath, vec4 above, vec4 dudva )\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
" // Depth \n"
" float depthblend = pow( beneath.r, 0.8 );\n"
"\n"
-" // Composite\n"
-" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-" //vsurface += spec;\n"
+" // Foam\n"
+" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
+" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
"\n"
-" return vec4( vsurface,depthblend );\n"
+" vec4 surf = mix( vec4(surface_tint,depthblend), \n"
+" vec4(1.0,1.0,1.0,0.5), fband );\n"
+" surf.rgb = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
+" surf.rgb = mix(surf.rgb, above.rgb, ffresnel );\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" surf.rgb = scene_apply_fog( surf.rgb, fog_colour, \n"
+" distance(uCamera, aWorldCo) );\n"
+"\n"
+" return surf;\n"
"}\n"
"\n"
"void main()\n"
" vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
" surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
" \n"
-" // Foam\n"
-" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
-" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
-"\n"
" // Lighting\n"
" vec3 halfview = -normalize( aCo-uCamera );\n"
"\n"
" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
"\n"
" // Composite\n"
-" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
+" vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above, dudva );\n"
" vsurface.a -= fdist;\n"
-" oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
-" oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
+"\n"
+" oColour = vsurface;\n"
"}\n"
""},
};
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
-"uniform bool uDepthCompare;\n"
+"uniform int uDepthMode;\n"
+"uniform float uDitherCutoff;\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"
+"void depth_compare_dither()\n"
+"{\n"
+" if( uDepthMode == 1 )\n"
+" {\n"
" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
" * uInverseRatioDepth.xy;\n"
" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
" if( step(0.0,diff)+dither<0.3 )\n"
" discard;\n"
" }\n"
+"\n"
+" if( uDepthMode == 2 )\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 );\n"
+" if( dither<uDitherCutoff ) discard;\n"
+" }\n"
"}\n"
"\n"
"#line 14 0 \n"
GLuint _uniform_model_character_view_uTexSceneDepth;
GLuint _uniform_model_character_view_uInverseRatioDepth;
GLuint _uniform_model_character_view_uInverseRatioMain;
-GLuint _uniform_model_character_view_uDepthCompare;
+GLuint _uniform_model_character_view_uDepthMode;
+GLuint _uniform_model_character_view_uDitherCutoff;
#include "shaders/model_board_view.h"
struct vg_shader _shader_model_board_view = {
.name = "model_board_view",
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
-"uniform bool uDepthCompare;\n"
+"uniform int uDepthMode;\n"
+"uniform float uDitherCutoff;\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"
+"void depth_compare_dither()\n"
+"{\n"
+" if( uDepthMode == 1 )\n"
+" {\n"
" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
" * uInverseRatioDepth.xy;\n"
" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
" if( step(0.0,diff)+dither<0.3 )\n"
" discard;\n"
" }\n"
+"\n"
+" if( uDepthMode == 2 )\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 );\n"
+" if( dither<uDitherCutoff ) discard;\n"
+" }\n"
"}\n"
"\n"
"#line 14 0 \n"
GLuint _uniform_model_board_view_uTexSceneDepth;
GLuint _uniform_model_board_view_uInverseRatioDepth;
GLuint _uniform_model_board_view_uInverseRatioMain;
-GLuint _uniform_model_board_view_uDepthCompare;
+GLuint _uniform_model_board_view_uDepthMode;
+GLuint _uniform_model_board_view_uDitherCutoff;
#include "shaders/model_entity.h"
struct vg_shader _shader_model_entity = {
.name = "model_entity",
"\n"
"float luminance( vec3 v )\n"
"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+" return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
"}\n"
"\n"
"vec3 clearskies_ambient( vec3 dir )\n"
" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
" \n"
" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
+" ambient -= sky_gradient * luminance(ambient)*1.6;\n"
" \n"
" return ambient;\n"
"}\n"
" }\n"
" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
"uniform sampler2D uTexSceneDepth;\n"
"uniform vec3 uInverseRatioDepth;\n"
"uniform vec3 uInverseRatioMain;\n"
-"uniform bool uDepthCompare;\n"
+"uniform int uDepthMode;\n"
+"uniform float uDitherCutoff;\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"
+"void depth_compare_dither()\n"
+"{\n"
+" if( uDepthMode == 1 )\n"
+" {\n"
" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
" * uInverseRatioDepth.xy;\n"
" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
" if( step(0.0,diff)+dither<0.3 )\n"
" discard;\n"
" }\n"
+"\n"
+" if( uDepthMode == 2 )\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 );\n"
+" if( dither<uDitherCutoff ) discard;\n"
+" }\n"
"}\n"
"\n"
"#line 12 0 \n"
GLuint _uniform_model_font_uTexSceneDepth;
GLuint _uniform_model_font_uInverseRatioDepth;
GLuint _uniform_model_font_uInverseRatioMain;
-GLuint _uniform_model_font_uDepthCompare;
+GLuint _uniform_model_font_uDepthMode;
+GLuint _uniform_model_font_uDitherCutoff;
#include "shaders/particle.h"
struct vg_shader _shader_particle = {
.name = "particle",
_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" );
+ _uniform_model_character_view_uDepthMode = glGetUniformLocation( _shader_model_character_view.id, "uDepthMode" );
+ _uniform_model_character_view_uDitherCutoff = glGetUniformLocation( _shader_model_character_view.id, "uDitherCutoff" );
_uniform_model_board_view_uMdl = glGetUniformLocation( _shader_model_board_view.id, "uMdl" );
_uniform_model_board_view_uPv = glGetUniformLocation( _shader_model_board_view.id, "uPv" );
_uniform_model_board_view_uPvmPrev = glGetUniformLocation( _shader_model_board_view.id, "uPvmPrev" );
_uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" );
_uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" );
_uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" );
- _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" );
+ _uniform_model_board_view_uDepthMode = glGetUniformLocation( _shader_model_board_view.id, "uDepthMode" );
+ _uniform_model_board_view_uDitherCutoff = glGetUniformLocation( _shader_model_board_view.id, "uDitherCutoff" );
_uniform_model_entity_uMdl = glGetUniformLocation( _shader_model_entity.id, "uMdl" );
_uniform_model_entity_uPv = glGetUniformLocation( _shader_model_entity.id, "uPv" );
_uniform_model_entity_uPvmPrev = glGetUniformLocation( _shader_model_entity.id, "uPvmPrev" );
_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" );
+ _uniform_model_font_uDepthMode = glGetUniformLocation( _shader_model_font.id, "uDepthMode" );
+ _uniform_model_font_uDitherCutoff = glGetUniformLocation( _shader_model_font.id, "uDitherCutoff" );
_uniform_particle_uPv = glGetUniformLocation( _shader_particle.id, "uPv" );
_uniform_particle_uPvPrev = glGetUniformLocation( _shader_particle.id, "uPvPrev" );
_uniform_trail_uPv = glGetUniformLocation( _shader_trail.id, "uPv" );