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authorJames Canete <use.less01@gmail.com>2012-12-04 01:56:52 +0000
committerTim Angus <tim@ngus.net>2013-01-12 21:24:53 +0000
commit8cb69adad0915fc5de6dc87db1ae28aba44d350e (patch)
tree7db5db21b83edf73c901c4e6eae884037407adde /src/rend2/glsl/shadowfill_fp.glsl
parent815a7ae53be78f1f7108dbf086b2928d3017bbe4 (diff)
#5808 - Include and use .glsl in source (rend2)
Diffstat (limited to 'src/rend2/glsl/shadowfill_fp.glsl')
-rw-r--r--src/rend2/glsl/shadowfill_fp.glsl41
1 files changed, 41 insertions, 0 deletions
diff --git a/src/rend2/glsl/shadowfill_fp.glsl b/src/rend2/glsl/shadowfill_fp.glsl
new file mode 100644
index 00000000..150f3d12
--- /dev/null
+++ b/src/rend2/glsl/shadowfill_fp.glsl
@@ -0,0 +1,41 @@
+uniform vec4 u_LightOrigin;
+uniform float u_LightRadius;
+
+varying vec3 var_Position;
+
+void main()
+{
+#if defined(USE_DEPTH)
+ float depth = length(u_LightOrigin.xyz - var_Position) / u_LightRadius;
+ #if 0
+ // 32 bit precision
+ const vec4 bitSh = vec4( 256 * 256 * 256, 256 * 256, 256, 1);
+ const vec4 bitMsk = vec4( 0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+
+ vec4 comp;
+ comp = depth * bitSh;
+ comp.xyz = fract(comp.xyz);
+ comp -= comp.xxyz * bitMsk;
+ gl_FragColor = comp;
+ #endif
+
+ #if 1
+ // 24 bit precision
+ const vec3 bitSh = vec3( 256 * 256, 256, 1);
+ const vec3 bitMsk = vec3( 0, 1.0 / 256.0, 1.0 / 256.0);
+
+ vec3 comp;
+ comp = depth * bitSh;
+ comp.xy = fract(comp.xy);
+ comp -= comp.xxy * bitMsk;
+ gl_FragColor = vec4(comp, 1.0);
+ #endif
+
+ #if 0
+ // 8 bit precision
+ gl_FragColor = vec4(depth, depth, depth, 1);
+ #endif
+#else
+ gl_FragColor = vec4(0, 0, 0, 1);
+#endif
+}