118705f19a
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14737 178a84e3-b1eb-0310-8ba1-8eac791a3b58
42 lines
905 B
GLSL
42 lines
905 B
GLSL
#version 130
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uniform sampler2D tex;
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uniform sampler2D lighttex;
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uniform float far;
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uniform int hastex;
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uniform int haslightmap;
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uniform float objectid;
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noperspective in vec3 nor;
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const float near = 1.0;
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vec4 encdepth(float v) {
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vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * v;
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enc = fract(enc);
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enc -= enc.yzww * vec4(1.0/255.0, 1.0/255.0, 1.0/255.0, 0.0);
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return enc;
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}
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void main() {
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float linear_z = (2.0 * near) / (far + near - gl_FragCoord.z * (far - near));
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// Tune for better inside range without losing outdoors
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linear_z *= 2.0;
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vec4 light = vec4(1.0);
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if (haslightmap != 0) {
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light = texture2D(lighttex, gl_TexCoord[1].xy);
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}
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if (hastex != 0)
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gl_FragData[0] = texture2D(tex, gl_TexCoord[0].xy) * light;
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else
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gl_FragData[0] = gl_Color;
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gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, linear_z);
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gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, objectid);
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}
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