#version 130 uniform float far; uniform float objectid; uniform sampler2D tex_layout; uniform sampler2D tex_detail0; uniform sampler2D tex_detail1; uniform sampler2D tex_detail2; uniform sampler2D tex_detail3; //uniform sampler2D tex_detail4; noperspective in vec3 nor; 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; } void main() { 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; // Splatting part vec4 splatting = texture2D(tex_layout, gl_TexCoord[1].st); vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[0].st); vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[0].st); vec4 detail2 = texture2D(tex_detail2, gl_TexCoord[0].st); vec4 detail3 = texture2D(tex_detail3, gl_TexCoord[0].st); // vec4 detail4 = texture2D(tex_detail4, gl_TexCoord[0].st); vec4 detail4 = vec4(0.0); vec4 splatted = (splatting.r * detail0 + splatting.g * detail1 + splatting.b * detail2 + (1.0 - splatting.r - splatting.g - splatting.b) * detail3 + (1.0 - splatting.a) * detail4) * gl_Color; gl_FragData[0] = splatted; gl_FragData[1] = vec4(normalize(nor) * 0.5 + 0.5, linear_z); gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, objectid); }