stk-code_catmod/data/shaders/shadowpass.frag

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uniform sampler2D tex;
uniform int hastex;
uniform int viz;
uniform int wireframe;
uniform float objectid;
vec4 encdepth(float v) {
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0/255.0, 1.0/255.0, 1.0/255.0, 0.0);
return enc;
}
void main() {
if (hastex != 0) {
float alpha = texture2D(tex, gl_TexCoord[0].xy).a;
if (alpha < 0.5)
discard;
}
if (viz < 1)
{
gl_FragColor = vec4(encdepth(gl_FragCoord.z).xyz, objectid);
}
else {
if (wireframe > 0)
gl_FragColor = vec4(1.0);
else
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy);
}
}