1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
|
in vec2 Texcoord;
in vec4 Color;
uniform sampler2D tex;
uniform sampler2D texZBuf;
uniform UBOOL textured;
uniform UBOOL hasZBuffer;
uniform vec2 texcropZBuf;
uniform vec2 screenSize;
uniform float alphaRef;
const float offsetY = 0.0;
OUTPUT
void checkZBuffer() {
vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y);
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 (UBOOL_TEST(hasZBuffer))
checkZBuffer();
outColor = Color;
if (UBOOL_TEST(textured)) {
outColor *= texture(tex, Texcoord);
}
if (outColor.a < alphaRef)
discard;
}
|