stk-code_catmod/data/shaders/splatting.frag
2013-11-30 21:33:06 +00:00

49 lines
1.3 KiB
GLSL

varying vec3 nor;
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;
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(nor, linear_z);
gl_FragData[2] = vec4(encdepth(gl_FragCoord.z).xyz, objectid);
}