small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_font.h
index e3361ab8c6e91d199d9a3313416167472e7befae..67ce50d090f32deaac5e64a5495a14f88fa034a3 100644 (file)
@@ -93,9 +93,40 @@ static struct vg_shader _shader_model_font = {
 "}\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 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     12        0 \n"
+"\n"
+"void main(){\n"
+"   depth_compare_dither();\n"
 "   compute_motion_vectors();\n"
 "   oColour = texture( uTexMain, aUv ) * uColour;\n"
 "}\n"
@@ -108,6 +139,10 @@ static GLuint _uniform_model_font_uPvmPrev;
 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);
 }
@@ -126,6 +161,18 @@ static void shader_model_font_uTexMain(int i){
 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 );
 }
@@ -137,5 +184,9 @@ static void shader_model_font_link(void){
    _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 */