mirror of
https://github.com/minetest/minetest.git
synced 2024-12-27 00:17:29 +01:00
39 lines
943 B
Plaintext
39 lines
943 B
Plaintext
|
uniform sampler2D ColorMapSampler;
|
||
|
varying vec4 tPos;
|
||
|
|
||
|
#ifdef COLORED_SHADOWS
|
||
|
// 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, gl_TexCoord[0].st);
|
||
|
#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
|
||
|
float packedColor = packColor(mix(col.rgb, black, col.a));
|
||
|
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
|
||
|
#else
|
||
|
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||
|
#endif
|
||
|
}
|