Created
October 29, 2015 10:38
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float sdPlane(vec3 p, vec4 n) { | |
// n must be normalized | |
return dot(p, n.xyz) + n.w; | |
} | |
vec3 opTx(mat4 m, vec3 p) { | |
vec4 q = m * vec4(p, 1.0); | |
return q.xyz; | |
} | |
float opU(float d1, float d2) { | |
return min(d1, d2); | |
} | |
void main(){ | |
vec2 uv = gl_FragCoord.xy/viewport; | |
vec4 eye_data = vec4( | |
texture2D(eye_normal, uv).rgb, | |
unpack16f(texture2D(eye_depth, uv).rg)); | |
vec4 eye_data_floor = vec4( | |
texture2D(eye_normal_floor, uv).rgb, | |
unpack16f(texture2D(eye_depth_floor, uv).rg)); | |
if (eye_data.w == 0.0) { | |
eye_data.w = 1000.0; | |
} | |
if (eye_data_floor.w == 0.0) { | |
eye_data_floor.w = 1000.0; | |
} | |
vec3 normal; | |
float depth; | |
if (eye_data.w < eye_data_floor.w) { | |
normal = eye_data.xyz; | |
depth = eye_data.w; | |
} else { | |
normal = eye_data_floor.xyz; | |
depth = eye_data_floor.w; | |
const vec4 gp = vec4(0.0, 1.0, 0.0, 0.0); // ground plane | |
float cps = 1.0 / (far - near); | |
/* depth = sdPlane( */ | |
/* normalize( */ | |
/* (inv_eye_view * inv_eye_proj * vec4(clip, 1.0, cps)).xyz), */ | |
/* vec4(0.0, 1.0, 0.0, 0.0)); */ | |
depth = sdPlane(opTx(inv_eye_view * inv_eye_proj, vec3(clip, 1.0)), gp); | |
depth = depth + cps*far; | |
} | |
/* depth = near + (depth * (far - near)); */ | |
vec4 ro = inv_eye_proj * vec4(clip, 1.0, 1.0); | |
vec3 rd = normalize(ro.xyz); | |
vec3 eye_p = depth * rd; | |
vec3 p = (inv_eye_view * vec4(eye_p, 1.0)).xyz; | |
float occlusion = OcclusionVSM(p, normal); | |
float lambert = clamp((light_rot * normal).z, 0.0, 1.0); | |
float intensity = (occlusion*0.8+0.2) * lambert; | |
gl_FragColor = vec4(vec3(depth), 1.0); | |
} |
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