stk-code_catmod/data/shaders/grass.frag

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/*--- GENERIC HEADER -----------------------------------------------------------------------------*/
varying vec3 nor;
uniform float far;
uniform float objectid;
const float near = 1.0;
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;
}
/*--- END OF GENERIC HEADER ----------------------------------------------------------------------*/
uniform sampler2D tex;
void main()
{
vec4 color = texture2D(tex, gl_TexCoord[0].st);
/*--- GENERIC FOOTER -----------------------------------------------------------------------------*/
float linear_z = (2.0 * near) / (far + near - gl_FragCoord.z * (far - near));
// Tune for better inside range without losing outdoors
linear_z *= 2.0;
gl_FragData[0] = color;
gl_FragData[1] = vec4(nor, linear_z);
gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, objectid);
/*--- END OF GENERIC FOOTER ----------------------------------------------------------------------*/
}