5899a26aad
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14590 178a84e3-b1eb-0310-8ba1-8eac791a3b58
46 lines
922 B
GLSL
46 lines
922 B
GLSL
varying vec3 nor;
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uniform sampler2D tex;
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uniform float far;
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uniform int hastex;
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uniform float objectid;
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varying vec3 eyenor;
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varying vec3 viewpos;
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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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float rim = 1.0 - dot(eyenor, viewpos);
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rim = smoothstep(0.5, 1.5, rim) * 0.35;
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if (hastex != 0) {
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vec4 col = texture2D(tex, gl_TexCoord[0].xy);
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if (col.a < 0.5)
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discard;
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col.xyz += rim;
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gl_FragData[0] = col;
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} else {
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gl_FragData[0] = gl_Color + vec4(vec3(rim), 0.0);
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}
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gl_FragData[1] = vec4(nor, linear_z);
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gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, objectid);
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}
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