mirror of
https://github.com/luanti-org/luanti.git
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50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
#ifdef USE_ARRAY_TEXTURE
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uniform mediump sampler2DArray baseTexture;
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#else
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uniform sampler2D baseTexture;
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#endif
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varying vec4 tPos;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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CENTROID_ VARYING_ float varTexLayer; // actually int
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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// c_precision of 128 fits within 7 base-10 digits
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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float packColor(vec3 color)
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{
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return floor(color.b * c_precision + 0.5)
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+ floor(color.g * c_precision + 0.5) * c_precisionp1
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+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
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}
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#endif
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void main()
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{
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#ifdef USE_ARRAY_TEXTURE
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vec4 base = texture(baseTexture, vec3(varTexCoord, varTexLayer)).rgba;
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#else
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vec4 base = texture2D(baseTexture, varTexCoord).rgba;
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#endif
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#ifndef COLORED_SHADOWS
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if (base.a < 0.5)
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discard;
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#endif
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float depth = 0.5 + tPos.z * 0.5;
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// depth in [0, 1] for texture
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#ifdef COLORED_SHADOWS
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base.rgb *= varColor.rgb;
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// premultiply color alpha (see-through side)
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float packedColor = packColor(base.rgb * (1.0 - base.a));
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gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
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#else
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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#endif
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}
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