mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 16:51:32 -05:00
73 lines
1.8 KiB
Text
73 lines
1.8 KiB
Text
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec2 uv;
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};
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struct appdata {
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vec4 vertex;
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vec2 texcoord;
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};
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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _ZBufferParams;
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float Linear01Depth( in float z );
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vec2 EncodeViewNormalStereo( in vec3 n );
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vec2 EncodeFloatRG( in float v );
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vec4 EncodeDepthNormal( in float depth, in vec3 normal );
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vec4 frag( in v2f i );
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float Linear01Depth( in float z ) {
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return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
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}
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vec2 EncodeViewNormalStereo( in vec3 n ) {
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float kScale = 1.77770;
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vec2 enc;
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enc = (n.xy / (n.z + 1.00000));
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enc /= kScale;
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enc = ((enc * 0.500000) + 0.500000);
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return enc;
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}
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vec2 EncodeFloatRG( in float v ) {
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vec2 kEncodeMul = vec2( 1.00000, 255.000);
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float kEncodeBit = 0.00392157;
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vec2 enc;
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enc = (kEncodeMul * v);
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enc = fract( enc );
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enc.x -= (enc.y * kEncodeBit);
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return enc;
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}
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vec4 EncodeDepthNormal( in float depth, in vec3 normal ) {
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vec4 enc;
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enc.xy = EncodeViewNormalStereo( normal);
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enc.zw = EncodeFloatRG( depth);
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return enc;
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}
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vec4 frag( in v2f i ) {
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float d;
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vec4 n;
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d = texture2D( _CameraDepthTexture, i.uv).x ;
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n = texture2D( _CameraNormalsTexture, i.uv);
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d = Linear01Depth( d);
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n.xyz = ((n.xyz * 2.00000) - 1.00000);
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n.z = ( -n.z );
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return ( (d < 0.999985) ) ? ( EncodeDepthNormal( d, n.xyz ) ) : ( vec4( 0.500000, 0.500000, 1.00000, 1.00000) );
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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