// vert // flat out uint object_flags; out float distance; out vec4 pos; void main(void) { object_flags = qgl_ObjectFlags; if (bitfieldExtract(object_flags, 2, 1) == 0) return; qgl_MaterialIndex = qgl_Material; qgl_FragTexture = qgl_getFragTexture(); pos = qgl_ftransform(); gl_Position = pos; } // frag // flat in uint object_flags; in float distance; in vec4 pos; float z_near = 0.1f; const float _pe = 2.4e-7; void main(void) { if (bitfieldExtract(object_flags, 2, 1) == 0) discard; vec4 diffuse = qgl_materialTexture(QGL_MAP_DIFFUSE, qgl_FragTexture.xy, vec4(0)); if(diffuse.a < 0.5) discard; float z = gl_FragCoord.z; z = z + z - 1; z = ((_pe - 2.) * z_near) / (z + z + _pe - 2.); // infinite depth #ifdef OMNI gl_FragDepth = 1 - 1 / (length(pos.xyz) - z_near + 1); #else gl_FragDepth = 1 - 1 / (pos.z - z_near + 1); #endif //qgl_FragData[0].r = length(vec3(pos.xy, z));//1/gl_FragCoord.w; }