14432a8689
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14695 178a84e3-b1eb-0310-8ba1-8eac791a3b58
41 lines
1.0 KiB
GLSL
41 lines
1.0 KiB
GLSL
/*--- 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 ----------------------------------------------------------------------*/
|
||
}
|