X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.fs;h=efee606c86b7b0151505dd268d258af035f9d8cd;hb=1d06671f87a9d24596fc6808d8e0db889a818750;hp=4e91e921516de0b4bfda63bc21f7b9354195f28a;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.fs b/shaders/model_character_view.fs index 4e91e92..efee606 100644 --- a/shaders/model_character_view.fs +++ b/shaders/model_character_view.fs @@ -1,5 +1,9 @@ uniform sampler2D uTexMain; +uniform sampler2D uTexSceneDepth; uniform vec3 uCamera; +uniform vec3 uInverseRatioDepth; +uniform vec3 uInverseRatioMain; +uniform bool uDepthCompare; in vec4 aColour; in vec2 aUv; @@ -10,16 +14,39 @@ in vec3 aWorldCo; #include "common_world.glsl" #include "motion_vectors_fs.glsl" +float linear_depth( float depth, float near, float far ) +{ + float z = depth * 2.0 - 1.0; + return (2.0 * near * far) / (far + near - z * (far - near)); +} + void main() { compute_motion_vectors(); - vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); + vec3 qnorm = aNorm; vec3 diffuse = texture( uTexMain, aUv ).rgb; vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 ); float dist = distance( aWorldCo, uCamera ) - 0.08; float opacity = clamp( dist*dist, 0.0, 1.0 ); + if( uDepthCompare ){ + vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy + * uInverseRatioDepth.xy; + float back_depth = texture( uTexSceneDepth, back_coord ).r; + float front_depth = gl_FragCoord.z/gl_FragCoord.w; + + back_depth = linear_depth( back_depth, 0.1, 2100.0 ); + float diff = back_depth - front_depth; + + vec2 ssuv = gl_FragCoord.xy; + vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); + float dither = fract( vDither.g / 71.0 ) - 0.5; + + if( step(0.0,diff)+dither<0.3 ) + discard; + } + oColour = vec4( composite, opacity ); }