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- #ifndef FLOAT
- vec4 pack(float depth)
- {
- const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
- const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
- vec4 res = fract(depth * bit_shift);
- res -= res.xxyz * bit_mask;
- return res;
- }
- #endif
- varying float vDepthMetric;
- #ifdef ALPHATEST
- varying vec2 vUV;
- uniform sampler2D diffuseSampler;
- #endif
- uniform vec3 biasAndScale;
- uniform vec2 depthValues;
- void main(void)
- {
- #ifdef ALPHATEST
- if (texture2D(diffuseSampler, vUV).a < 0.4)
- discard;
- #endif
- float depth = vDepthMetric;
- #ifdef ESM
- depth = clamp(exp(-min(87., biasAndScale.z * depth)), 0., 1.);
- #endif
- #ifdef FLOAT
- gl_FragColor = vec4(depth, 1.0, 1.0, 1.0);
- #else
- gl_FragColor = pack(depth);
- #endif
- }
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