Files
OpenRA/glsl/shp.frag
2016-04-10 09:41:01 -04:00

43 lines
996 B
GLSL

uniform sampler2D DiffuseTexture, Palette;
uniform bool EnableDepthPreview;
uniform float DepthTextureScale;
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
void main()
{
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexCoord.p);
vec4 c = texture2D(Palette, p);
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
if (EnableDepthPreview && length(vDepthMask) > 0.0)
{
if (abs(DepthTextureScale) > 0.0)
{
// Preview vertex aware depth
float depth = gl_FragCoord.z + DepthTextureScale * dot(x, vDepthMask);
// Convert to window coords
depth = 0.5 * depth + 0.5;
// Front of the depth buffer is at 0, but we want to render it as bright
gl_FragColor = vec4(vec3(1.0 - depth), 1.0);
}
else
{
// Preview boring sprite-only depth
float depth = dot(x, vDepthMask);
gl_FragColor = vec4(depth, depth, depth, 1.0);
}
}
else
gl_FragColor = c;
}