mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
42 lines
914 B
Text
42 lines
914 B
Text
|
struct v2f_vertex_lit {
|
||
|
vec2 uv;
|
||
|
vec4 diff;
|
||
|
vec4 spec;
|
||
|
};
|
||
|
struct v2f_img {
|
||
|
vec4 pos;
|
||
|
vec2 uv;
|
||
|
};
|
||
|
struct appdata_img {
|
||
|
vec4 vertex;
|
||
|
vec2 texcoord;
|
||
|
};
|
||
|
uniform sampler2D _CameraDepthTexture;
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform vec4 _ZBufferParams;
|
||
|
float LinearEyeDepth( in float z );
|
||
|
vec4 frag( in v2f_img i );
|
||
|
float LinearEyeDepth( in float z ) {
|
||
|
return (1.00000 / ((_ZBufferParams.z * z) + _ZBufferParams.w ));
|
||
|
}
|
||
|
vec4 frag( in v2f_img i ) {
|
||
|
vec4 tex;
|
||
|
vec4 depth;
|
||
|
float z;
|
||
|
vec4 col;
|
||
|
tex = texture2D( _MainTex, i.uv);
|
||
|
depth = texture2D( _CameraDepthTexture, i.uv);
|
||
|
z = (LinearEyeDepth( depth.x ) * 0.0100000);
|
||
|
col = tex;
|
||
|
col.xy = vec2( z);
|
||
|
return col;
|
||
|
}
|
||
|
void main() {
|
||
|
vec4 xl_retval;
|
||
|
v2f_img xlt_i;
|
||
|
xlt_i.pos = vec4(0.0);
|
||
|
xlt_i.uv = vec2( gl_TexCoord[0]);
|
||
|
xl_retval = frag( xlt_i);
|
||
|
gl_FragData[0] = vec4( xl_retval);
|
||
|
}
|