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			55 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| #define ALPHA @shPropertyBool(shadow_transparency)
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     SH_BEGIN_PROGRAM
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| #if ALPHA
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|         shVertexInput(float2, uv0)
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|         shOutput(float2, UV)
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| #endif
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|         shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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|         shOutput(float2, depth)
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|     SH_START_PROGRAM
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|     {
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| 	    // this is the view space position
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| 	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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| 
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| 	    // depth info for the fragment.
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| 	    depth.x = shOutputPosition.z;
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| 	    depth.y = shOutputPosition.w;
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| 
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| 	    // clamp z to zero. seem to do the trick. :-/
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| 	    shOutputPosition.z = max(shOutputPosition.z, 0);
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| 
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| #if ALPHA
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| 	    UV = uv0;
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| #endif
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|     }
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| 
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| #else
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| 
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|     SH_BEGIN_PROGRAM
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| #if ALPHA
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|         shInput(float2, UV)
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|         shSampler2D(texture1)
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| #endif
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|         shInput(float2, depth)
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|     SH_START_PROGRAM
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|     {
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| 	    float finalDepth = depth.x / depth.y;
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| 
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| 
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| #if ALPHA
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|         // use alpha channel of the first texture
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|         float alpha = shSample(texture1, UV).a;
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| 
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|         if (alpha < 0.5)
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|             discard;
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| #endif
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| 
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| 	    shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1);
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|     }
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| 
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| #endif
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