X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_board_view.h;h=3a1ba9ca2644818341f9f1dc79655054bf0c37b5;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=5b83ef2d1b0461c82444ab53c85aa98108d6a4e2;hpb=1b522daa02f28128498b04def4d60b63e590d1f3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h index 5b83ef2..3a1ba9c 100644 --- a/shaders/model_board_view.h +++ b/shaders/model_board_view.h @@ -67,10 +67,7 @@ static struct vg_shader _shader_model_board_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" @@ -278,7 +275,7 @@ static struct vg_shader _shader_model_board_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" @@ -380,7 +377,7 @@ static struct vg_shader _shader_model_board_view = { " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 11 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -400,39 +397,50 @@ static struct vg_shader _shader_model_board_view = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 15 0 \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" -"{\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" " 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" ""}, @@ -442,13 +450,14 @@ static GLuint _uniform_model_board_view_uMdl; static GLuint _uniform_model_board_view_uPv; static GLuint _uniform_model_board_view_uPvmPrev; static GLuint _uniform_model_board_view_uTexMain; -static GLuint _uniform_model_board_view_uTexSceneDepth; static GLuint _uniform_model_board_view_uCamera; -static GLuint _uniform_model_board_view_uInverseRatioDepth; -static GLuint _uniform_model_board_view_uInverseRatioMain; static GLuint _uniform_model_board_view_g_world_depth; static GLuint _uniform_model_board_view_uLightsArray; static GLuint _uniform_model_board_view_uLightsIndex; +static GLuint _uniform_model_board_view_uTexSceneDepth; +static GLuint _uniform_model_board_view_uInverseRatioDepth; +static GLuint _uniform_model_board_view_uInverseRatioMain; +static GLuint _uniform_model_board_view_uDepthCompare; static void shader_model_board_view_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(float*)m); } @@ -461,20 +470,23 @@ static void shader_model_board_view_uPvmPrev(m4x4f m){ static void shader_model_board_view_uTexMain(int i){ glUniform1i(_uniform_model_board_view_uTexMain,i); } -static void shader_model_board_view_uTexSceneDepth(int i){ - glUniform1i(_uniform_model_board_view_uTexSceneDepth,i); -} static void shader_model_board_view_uCamera(v3f v){ glUniform3fv(_uniform_model_board_view_uCamera,1,v); } +static void shader_model_board_view_g_world_depth(int i){ + glUniform1i(_uniform_model_board_view_g_world_depth,i); +} +static void shader_model_board_view_uTexSceneDepth(int i){ + glUniform1i(_uniform_model_board_view_uTexSceneDepth,i); +} static void shader_model_board_view_uInverseRatioDepth(v3f v){ glUniform3fv(_uniform_model_board_view_uInverseRatioDepth,1,v); } static void shader_model_board_view_uInverseRatioMain(v3f v){ glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v); } -static void shader_model_board_view_g_world_depth(int i){ - glUniform1i(_uniform_model_board_view_g_world_depth,i); +static void shader_model_board_view_uDepthCompare(int b){ + glUniform1i(_uniform_model_board_view_uDepthCompare,b); } static void shader_model_board_view_register(void){ vg_shader_register( &_shader_model_board_view ); @@ -485,12 +497,13 @@ static void shader_model_board_view_link(void){ _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_uTexMain = glGetUniformLocation( _shader_model_board_view.id, "uTexMain" ); - _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" ); _uniform_model_board_view_uCamera = glGetUniformLocation( _shader_model_board_view.id, "uCamera" ); - _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_g_world_depth = glGetUniformLocation( _shader_model_board_view.id, "g_world_depth" ); _uniform_model_board_view_uLightsArray = glGetUniformLocation( _shader_model_board_view.id, "uLightsArray" ); _uniform_model_board_view_uLightsIndex = glGetUniformLocation( _shader_model_board_view.id, "uLightsIndex" ); + _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" ); } #endif /* SHADER_model_board_view_H */