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in vec2 Texcoord;
in vec4 Color;
uniform sampler2D tex;
uniform sampler2D texZBuf;
uniform bool textured;
uniform bool hasZBuffer;
uniform vec2 texcropZBuf;
uniform vec2 screenSize;
uniform float alphaRef;
//#define SGSPLUS_FIX
#ifndef SGSPLUS_FIX
const float offsetY = 0.0;
#else
// fix for bugged Samsung Galaxy S plus driver
const float offsetY = 32.0;
#endif
OUTPUT
void checkZBuffer()
{
#ifndef SGSPLUS_FIX
vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, 1.0-(gl_FragCoord.y-offsetY-0.5)/screenSize.y);
#else
vec2 zCoord = vec2((gl_FragCoord.x-0.5)/screenSize.x, (gl_FragCoord.y-offsetY-0.5)/screenSize.y);
#endif
vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra;
float sceneZ = sampled.y + sampled.x / 256.0;
if (gl_FragCoord.z * 1.0039 > sceneZ)
discard;
}
void main()
{
if (hasZBuffer)
checkZBuffer();
outColor = Color;
if (textured) {
outColor *= texture(tex, Texcoord);
}
if (outColor.a < alphaRef)
discard;
}
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