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luanti/client/shaders/shadow/pass1_trans/opengl_fragment.glsl
2025-10-15 23:08:43 +02:00

49 lines
1.1 KiB
GLSL

uniform sampler2D ColorMapSampler;
varying vec4 tPos;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef COLORED_SHADOWS
varying vec3 varColor;
// c_precision of 128 fits within 7 base-10 digits
const float c_precision = 128.0;
const float c_precisionp1 = c_precision + 1.0;
float packColor(vec3 color)
{
return floor(color.b * c_precision + 0.5)
+ floor(color.g * c_precision + 0.5) * c_precisionp1
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
}
const vec3 black = vec3(0.0);
#endif
void main()
{
vec4 col = texture2D(ColorMapSampler, varTexCoord);
#ifndef COLORED_SHADOWS
if (col.a < 0.5)
discard;
#endif
float depth = 0.5 + tPos.z * 0.5;
// ToDo: Liso: Apply movement on waving plants
// depth in [0, 1] for texture
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS
col.rgb *= varColor.rgb;
// premultiply color alpha (see-through side)
float packedColor = packColor(col.rgb * (1.0 - col.a));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
#endif
}