input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
index 327a7a8c79cca38beff7453a4910989fe0960a6a..cf93a55a5803e1daa1666c3bf5aea36e49f86e6c 100644 (file)
@@ -75,7 +75,10 @@ static struct vg_shader _shader_model_character_view = {
 .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"
@@ -385,7 +388,7 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
@@ -405,7 +408,13 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
@@ -418,6 +427,20 @@ static struct vg_shader _shader_model_character_view = {
 "   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"
 ""},
@@ -426,7 +449,10 @@ static struct vg_shader _shader_model_character_view = {
 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;
@@ -436,9 +462,18 @@ static void shader_model_character_view_uPv(m4x4f m){
 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);
 }
@@ -450,7 +485,10 @@ static void shader_model_character_view_link(void){
    _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" );