Files
qglengine/shaders/shadow.glsl

51 lines
1.2 KiB
GLSL

// vert //
flat out uint object_flags;
out float distance;
out vec4 pos;
const vec3 luma = vec3(0.299, 0.587, 0.114);
void main(void) {
object_flags = qgl_ObjectFlags;
if (bitfieldExtract(object_flags, 2, 1) == 0)
return;
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_getFragTexture();
float height = dot(qgl_materialTexture(QGL_MAP_RELIEF, qgl_FragTexture, vec4(0.)).rgb, luma);
pos = qgl_ViewProjMatrix * (qgl_ModelMatrix * (vec4(qgl_Vertex + qgl_Normal * height, 1.)));//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.f));
if(diffuse.a < 0.5f)
discard;
//float z = gl_FragCoord.z;
//z = z + z - 1;
//z = ((_pe - 2.) * z_near) / (z + z + _pe - 2.); // infinite depth
#ifdef OMNI
float z = length(pos.xyz);
#else
float z = pos.z;
#endif
z = 1.f - 1.f / (z - z_near + 1.f);
gl_FragDepth = z;
qgl_FragData[0].r = z;
//qgl_FragData[0].r = length(vec3(pos.xy, z));//1/gl_FragCoord.w;
}