Overhaul depth preview rendering:
* Replace Jet color map with grayscale * Added Shift + \ hotkey to toggle preview * Added Shift + [, Shift + ] hotkeys to change contrast * Added Shift + ;, Shift + ' hotkeys to change offset
This commit is contained in:
@@ -15,6 +15,7 @@ uniform sampler2D Palette;
|
||||
uniform sampler2D ColorShifts;
|
||||
|
||||
uniform bool EnableDepthPreview;
|
||||
uniform vec2 DepthPreviewParams;
|
||||
uniform float DepthTextureScale;
|
||||
uniform float AntialiasPixelsPerTexel;
|
||||
|
||||
@@ -55,21 +56,6 @@ in vec4 vTint;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
|
||||
float jet_r(float x)
|
||||
{
|
||||
return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
|
||||
}
|
||||
|
||||
float jet_g(float x)
|
||||
{
|
||||
return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
|
||||
}
|
||||
|
||||
float jet_b(float x)
|
||||
{
|
||||
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
|
||||
}
|
||||
|
||||
vec3 rgb2hsv(vec3 c)
|
||||
{
|
||||
// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
|
||||
@@ -289,14 +275,12 @@ void main()
|
||||
|
||||
if (EnableDepthPreview)
|
||||
{
|
||||
float x = 1.0 - gl_FragDepth;
|
||||
float r = clamp(jet_r(x), 0.0, 1.0);
|
||||
float g = clamp(jet_g(x), 0.0, 1.0);
|
||||
float b = clamp(jet_b(x), 0.0, 1.0);
|
||||
float intensity = 1.0 - clamp(DepthPreviewParams.x * depth - 0.5 * DepthPreviewParams.x - DepthPreviewParams.y + 0.5, 0.0, 1.0);
|
||||
|
||||
#if __VERSION__ == 120
|
||||
gl_FragColor = vec4(r, g, b, 1.0);
|
||||
gl_FragColor = vec4(vec3(intensity), 1.0);
|
||||
#else
|
||||
fragColor = vec4(r, g, b, 1.0);
|
||||
fragColor = vec4(vec3(intensity), 1.0);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user