mirror of
https://github.com/ioquake/ioq3.git
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41 lines
938 B
GLSL
41 lines
938 B
GLSL
uniform vec4 u_LightOrigin;
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uniform float u_LightRadius;
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varying vec3 var_Position;
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void main()
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{
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#if defined(USE_DEPTH)
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float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius;
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#if 0
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// 32 bit precision
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const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1);
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const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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vec4 comp;
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comp = depth * bitSh;
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comp.xyz = fract(comp.xyz);
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comp -= comp.xxyz * bitMsk;
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gl_FragColor = comp;
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#endif
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#if 1
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// 24 bit precision
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const vec3 bitSh = vec3( 256 * 256, 256, 1);
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const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0);
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vec3 comp;
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comp = depth * bitSh;
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comp.xy = fract(comp.xy);
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comp -= comp.xxy * bitMsk;
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gl_FragColor = vec4(comp, 1.0);
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#endif
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#if 0
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// 8 bit precision
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gl_FragColor = vec4(depth, depth, depth, 1);
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#endif
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#else
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gl_FragColor = vec4(0, 0, 0, 1);
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#endif
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}
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