Files
OpenRA/glsl/shp.frag
Paul Chote 83949b250a Add a visualisation mode for depth sprites.
For now this displays the raw sprites.  It will
eventually be repurposed for rendering the proper
depth data.
2015-10-17 22:35:47 +01:00

27 lines
557 B
GLSL

uniform sampler2D DiffuseTexture, Palette;
uniform bool EnableDepthPreview;
varying vec4 TexCoord;
varying vec4 ChannelMask;
varying vec4 DepthMask;
void main()
{
vec4 x = texture2D(DiffuseTexture, TexCoord.st);
vec2 p = vec2(dot(x, ChannelMask), TexCoord.p);
vec4 c = texture2D(Palette, p);
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
if (EnableDepthPreview && length(DepthMask) > 0.0)
{
float depth = dot(x, DepthMask);
gl_FragColor = vec4(depth, depth, depth, 1);
}
else
gl_FragColor = c;
}