2012-12-04 03:05:34 +00:00
|
|
|
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
|
|
|
|
}
|