Files
qglengine/shaders/shadow.glsl
2023-02-17 14:51:27 +03:00

45 lines
928 B
GLSL

// 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;
}