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60 lines
1.6 KiB
Text
60 lines
1.6 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// Created by Nissim Hadar on 9/5/2107.
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// Copyright 2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredTransform.slh@>
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<$declareDeferredFrameTransform()$>
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<@include graphics/Light.slh@>
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<@include LightingModel.slh@>
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<$declareLightBuffer()$>
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<@include LightDirectional.slh@>
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<$declareLightingDirectional(_SCRIBE_NULL)$>
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<@include Haze.slh@>
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uniform sampler2D colorMap;
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uniform sampler2D linearDepthMap;
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vec4 unpackPositionFromZeye(vec2 texcoord) {
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float Zeye = -texture(linearDepthMap, texcoord).x;
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int side = 0;
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if (isStereo()) {
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if (texcoord.x > 0.5) {
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texcoord.x -= 0.5;
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side = 1;
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}
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texcoord.x *= 2.0;
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}
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return vec4(evalEyePositionFromZeye(side, Zeye, texcoord), 1.0);
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}
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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void main(void) {
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if ((hazeParams.hazeMode & HAZE_MODE_IS_ACTIVE) != HAZE_MODE_IS_ACTIVE) {
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discard;
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}
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vec4 fragColor = texture(colorMap, varTexCoord0);
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vec4 eyeFragPos = unpackPositionFromZeye(varTexCoord0);
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mat4 viewInverse = getViewInverse();
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vec4 worldFragPos = viewInverse * eyeFragPos;
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vec4 worldEyePos = viewInverse[3];
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Light light = getKeyLight();
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vec3 lightDirection = getLightDirection(light);
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outFragColor = computeHazeColor(fragColor, eyeFragPos.xyz, worldFragPos.xyz, worldEyePos.y, lightDirection);
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}
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