let's not forget the actual shader

This commit is contained in:
Ben Russell (300178622) 2015-03-05 11:06:14 +13:00
parent b50e2383cf
commit 15eb68cb43

View File

@ -0,0 +1,97 @@
return shader_new{name="post_stereo", vert=[=[
// Vertex shader
void main()
{
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
]=], frag=[=[
// Fragment shader
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform vec2 soffs;
uniform float time;
uniform float fog;
uniform float depth_A;
uniform float depth_B;
float getdepth(float buf)
{
/*
const float f = 127.5;
const float n = 0.05;
// TODO: fetch correct fog and zoom
// d = (Az+B)/(Cz+D)
// d(Cz+D) = (Az+B)
// Czd+Dd = Az+B
// Czd-Az = B-Dd
// z(Cd-A) = B-Dd
// z = (B-Dd)/(Cd-A)
// Note, commented code is correct
//const float A = (f+n)/(f-n);
//const float B = -(2.0*f*n)/(f-n);
//const float C = 1.0;
//return B/(C*buf-A);
//return (B/C)/(buf-(A/C)); // saves a calculation step
const float A = (f+n)/(f-n);
const float B = -(2.0*f*n)/(f-n);
return B/(buf-A);
*/
// Hypothetically faster when f,n not precalced
/*
const float A = (f+n);
const float B = -(2.0*f*n);
return B/((f-n)*buf-A);
*/
return depth_B/(buf-depth_A);
// get 1/z
//return (buf-depth_A)/depth_B;
}
void main()
{
vec2 tc = gl_TexCoord[0].st;
float dbval = texture2D(tex1, tc).x;
float db = getdepth(dbval);
vec2 tc0 = tc;
vec2 tc1 = tc;
float sep = min(0.1,0.1/db);
tc0.x -= sep;
tc1.x += sep;
vec4 color0 = texture2D(tex0, tc0);
vec4 color1 = texture2D(tex0, tc1);
// mild desaturation
float lum0 = dot(color0.rgb, vec3(0.3,0.5,0.2));
float lum1 = dot(color1.rgb, vec3(0.3,0.5,0.2));
color0 -= lum0;
color1 -= lum1;
color0 *= 0.5;
color1 *= 0.5;
color0 += lum0;
color1 += lum1;
vec4 color = vec4(
color0.r,
color1.g,
color1.b,
1.0);
float distamp = length((tc*2.0-1.0)*(soffs.x/soffs)); // TODO: get correct FOV
float realdist = (1.0/db)*length(vec2(1.0, distamp));
float fog_strength = min(1.0, realdist/fog);
fog_strength *= fog_strength;
gl_FragColor = color * (1.0 - fog_strength)
+ gl_Fog.color * fog_strength;
}
]=]}