Files
qglengine/shaders/shadow.glsl

33 lines
662 B
GLSL

// vert //
flat out uint object_flags;
void main(void) {
object_flags = qgl_ObjectFlags;
if (bitfieldExtract(object_flags, 2, 1) == 0)
return;
qgl_MaterialIndex = qgl_Material;
qgl_FragTexture = qgl_getFragTexture();
gl_Position = qgl_ftransform();
}
// frag //
flat in uint object_flags;
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 = ((_pe - 2.) * z_near) / (z + z + _pe - 2.); // infinite depth
qgl_FragData[0].r = z;
}