#5808 - Include and use .glsl in source (rend2)
This commit is contained in:
parent
6b811ada7a
commit
edb414b34a
30 changed files with 2058 additions and 999 deletions
41
code/rend2/glsl/shadowfill_fp.glsl
Normal file
41
code/rend2/glsl/shadowfill_fp.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
uniform vec4 u_LightOrigin;
|
||||
uniform float u_LightRadius;
|
||||
|
||||
varying vec3 var_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(USE_DEPTH)
|
||||
float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius;
|
||||
#if 0
|
||||
// 32 bit precision
|
||||
const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1);
|
||||
const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
|
||||
vec4 comp;
|
||||
comp = depth * bitSh;
|
||||
comp.xyz = fract(comp.xyz);
|
||||
comp -= comp.xxyz * bitMsk;
|
||||
gl_FragColor = comp;
|
||||
#endif
|
||||
|
||||
#if 1
|
||||
// 24 bit precision
|
||||
const vec3 bitSh = vec3( 256 * 256, 256, 1);
|
||||
const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
|
||||
vec3 comp;
|
||||
comp = depth * bitSh;
|
||||
comp.xy = fract(comp.xy);
|
||||
comp -= comp.xxy * bitMsk;
|
||||
gl_FragColor = vec4(comp, 1.0);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
// 8 bit precision
|
||||
gl_FragColor = vec4(depth, depth, depth, 1);
|
||||
#endif
|
||||
#else
|
||||
gl_FragColor = vec4(0, 0, 0, 1);
|
||||
#endif
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue