q3rally/engine/code/renderergl2/glsl/shadowfill_fp.glsl

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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
}