71 lines
2.2 KiB
GLSL
71 lines
2.2 KiB
GLSL
shader_type spatial;
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render_mode unshaded, cull_front;
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uniform sampler2D view2texture;
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uniform sampler2D seams;
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uniform float seams_multiplier = 0.06125;
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uniform mat4 model_transform;
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uniform float fovy_degrees = 45;
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uniform float z_near = 0.01;
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uniform float z_far = 60.0;
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uniform float texture_size = 8.0;
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uniform float aspect = 1.0;
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uniform float texel_tolerance = 1.0;
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varying mat4 projection_matrix;
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varying vec4 global_position;
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varying vec3 normal;
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mat4 get_projection_matrix() {
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float rads = fovy_degrees*0.00872664625;
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float deltaZ = z_far - z_near;
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float sine = sin(rads);
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if (deltaZ == 0.0 || sine == 0.0 || aspect == 0.0)
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return mat4(0.0);
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float cotangent = cos(rads) / sine;
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mat4 matrix = mat4(1.0);
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matrix[0][0] = cotangent / aspect;
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matrix[1][1] = cotangent;
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matrix[2][2] = (z_far + z_near) / deltaZ;
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matrix[2][3] = 1.0; //try +1
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matrix[3][2] = 2.0 * z_near * z_far / deltaZ;
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matrix[3][3] = 0.0;
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return matrix;
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}
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void vertex() {
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global_position = model_transform*vec4(VERTEX, 1.0);
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normal = (model_transform*vec4(NORMAL, 0.0)).xyz;
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VERTEX=vec3(UV.x, UV.y, 0.0);
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COLOR=vec4(1.0);
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projection_matrix = get_projection_matrix();
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}
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float visibility(vec2 uv, vec3 view_pos) {
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// Compare actual UV with uv from view
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vec4 pos = textureLod(view2texture, view_pos.xy, 0.0);
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vec2 uv_delta = pos.xy-uv;
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return 1.0-texture_size*length(uv_delta)/texel_tolerance;
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}
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void fragment() {
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float box = 1.0;
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vec4 position = projection_matrix*vec4(global_position.xyz, 1.0);
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position.xyz /= position.w;
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vec3 xyz = vec3(0.5-0.5*position.x, 0.5+0.5*position.y, 0.5+0.5*position.z);
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float visible = 0.0;
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if (position.x > -1.0 && position.x < 1.0 && position.y > -1.0 && position.y < 1.0) {
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float visibility_multiplier = 0.0;
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vec2 epsilon = vec2(1.0/texture_size);
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for (float dx = -box*epsilon.x; dx <= box*epsilon.x; dx += epsilon.x) {
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for (float dy = -box*epsilon.y; dy <= box*epsilon.y; dy += epsilon.y) {
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visibility_multiplier += max(visibility_multiplier, visibility(UV.xy, xyz+vec3(dx, dy, 0.0)));
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}
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}
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visibility_multiplier = clamp(visibility_multiplier, 0.0, 1.0);
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float normal_multiplier = smoothstep(0.1, 0.2, normal.z);
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visible = normal_multiplier*visibility_multiplier;
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}
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ALBEDO = vec3(xyz.xy, visible);
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}
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