2016-01-28 00:58:00 +01:00
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#version 450
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2015-12-17 20:07:23 +01:00
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#ifdef GL_ES
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precision mediump float;
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#endif
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2016-08-25 00:26:01 +02:00
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#ifdef _NorTex
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#define _BaseTex
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2015-12-17 20:07:23 +01:00
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#endif
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2016-08-07 01:43:21 +02:00
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// in vec4 position;
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2016-08-13 20:38:45 +02:00
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out vec4 outColor;
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2015-12-17 20:07:23 +01:00
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2016-01-24 22:32:51 +01:00
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void main() {
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2015-12-17 20:07:23 +01:00
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2016-04-20 23:11:25 +02:00
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// float depth = position.z / position.w;
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2016-03-11 15:07:41 +01:00
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// depth += 0.005;
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2016-03-22 23:35:54 +01:00
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// gl_FragDepth = depth;
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2016-04-20 23:11:25 +02:00
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// gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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2016-08-13 20:38:45 +02:00
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outColor = vec4(0.0, 0.0, 0.0, 1.0);
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2016-03-09 23:59:18 +01:00
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// VSM
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// float dx = dFdx(depth);
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// float dy = dFdy(depth);
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// gl_FragColor = vec4(depth, pow(depth, 2.0) + 0.25 * (dx * dx + dy * dy), 0.0, 1.0);
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2015-12-17 20:07:23 +01:00
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}
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