alphaF.glsl
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:2k
- /**
- * @file alphaF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2D diffuseMap;
- uniform sampler2D noiseMap;
- uniform sampler2DRect depthMap;
- uniform mat4 shadow_matrix[6];
- uniform vec4 shadow_clip;
- uniform vec2 screen_res;
- vec3 atmosLighting(vec3 light);
- vec3 scaleSoftClip(vec3 light);
- varying vec3 vary_ambient;
- varying vec3 vary_directional;
- varying vec3 vary_fragcoord;
- varying vec3 vary_position;
- varying vec3 vary_light;
- uniform float alpha_soften;
- uniform mat4 inv_proj;
- vec4 getPosition(vec2 pos_screen)
- {
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
- }
- void main()
- {
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec3 samp_pos = getPosition(frag).xyz;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- if (samp_pos.z != 0.0 && gl_Color.a < 1.0)
- {
- float dist_factor = alpha_soften;
- float a = gl_Color.a;
- a *= a;
- dist_factor *= 1.0/(1.0-a);
- color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0);
- }
-
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
-
- }