small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
index bae097d5a097ba0826ebe46fb9728b6fb8587ac9..060e5b2419c3fd715fcf9c1c5e7447ba12749c20 100644 (file)
@@ -102,6 +102,8 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
@@ -202,7 +204,7 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
@@ -281,7 +283,7 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
@@ -404,12 +406,43 @@ static struct vg_shader _shader_model_character_view = {
 "}\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"
@@ -428,6 +461,10 @@ static GLuint _uniform_model_character_view_uCamera;
 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);
 }
@@ -440,6 +477,18 @@ static void shader_model_character_view_uCamera(v3f v){
 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 );
 }
@@ -452,5 +501,9 @@ static void shader_model_character_view_link(void){
    _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 */