-
Notifications
You must be signed in to change notification settings - Fork 0
/
depth-tsm.shader
666 lines (582 loc) · 17.5 KB
/
depth-tsm.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
#<shader-fragment "vs:default"
#{
in vec3 in_pos;
in vec3 in_norm;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
out vec4 pos_wc;
out vec3 norm_wc;
void main() {
pos_wc = model * vec4(in_pos, 1.0);
norm_wc = in_norm;
gl_Position = proj * view * pos_wc;
}
}
#:uniforms (list "proj" "view" "model")>
#<shader-fragment "vs/tc:default"
#{
in vec3 in_pos;
in vec3 in_norm;
in vec2 in_tc;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
out vec4 pos_wc;
out vec3 norm_wc;
out vec2 tc;
void main() {
pos_wc = model * vec4(in_pos, 1.0);
norm_wc = in_norm;
gl_Position = proj * view * pos_wc;
tc = in_tc;
}
}
#:uniforms (list "proj" "view" "model")>
#<make-shader "diffuse-hemi"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
out_col += vec4(diffuse_color.rgb * light_col * n_dot_l, 0.);
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+tex"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform sampler2D tex0;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec3 color = texture(tex0, tc).rgb;
out_col += vec4(color * light_col * n_dot_l, 0.);
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "hemi_dir" "light_col" "tex0")>
#<make-shader "render-shadowmap"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
void main() {
out_col = vec4(1,1,1,1);
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list)>
#<shader-fragment "spot"
#{
uniform vec3 spot_pos;
uniform vec3 spot_dir;
uniform vec3 spot_col;
uniform float spot_cutoff;
vec3 spot_factor() {
vec3 to_spot = normalize(pos_wc.xyz - spot_pos);
vec3 spot_to_pos = to_spot;
float theta = acos(dot(spot_to_pos, normalize(spot_dir)));
float factor = 1.0 - smoothstep(spot_cutoff*.5, spot_cutoff, theta);
float ndotl = dot(normalize(norm_wc), -to_spot);
return spot_col * factor * (.5+ndotl*.5);
}
float spot_factor_only() {
vec3 to_spot = normalize(pos_wc.xyz - spot_pos);
vec3 spot_to_pos = to_spot;
float theta = acos(dot(spot_to_pos, normalize(spot_dir)));
float factor = 1.0 - smoothstep(spot_cutoff*.5, spot_cutoff, theta);
float ndotl = dot(normalize(norm_wc), -to_spot);
return factor * (.5+ndotl*.5);
}
}
#:uniforms (list "spot_pos" "spot_dir" "spot_col" "spot_cutoff")>
#<make-shader "diffuse-hemi+spot"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 150 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "spot")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
out_col += vec4(diffuse_color.rgb * light_col * n_dot_l, 0.);
out_col.rgb += spot_factor() * diffuse_color.rgb;
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<shader-fragment "apply-linked-shadows"
#{
coherent uniform layout(rgba8) image2D shadow_frag_colors;
coherent uniform layout(r32f) image2D shadow_frag_depths;
coherent uniform layout(size1x32) iimage2D shadow_head_buffer;
coherent uniform layout(size1x32) iimage2D shadow_tail_buffer;
float depth_vals[16];
vec4 color_vals[16];
vec3 apply_linked_shadows(vec3 projected, vec3 light_color) {
vec2 shadow_tc = projected.xy;
float reference_depth = projected.z;
ivec2 wh = ivec2(511, 511);
ivec2 coord = ivec2(shadow_tc * vec2(wh));
vec3 result;
int run = imageLoad(shadow_head_buffer, coord).r;
if (run >= 0) {
int array_len = 0;
while (run >= 0 && array_len < 16) {
ivec2 pos_c = ivec2(run % 512, run / 512);
depth_vals[array_len] = imageLoad(shadow_frag_depths, pos_c).r;
color_vals[array_len] = imageLoad(shadow_frag_colors, pos_c);
run = imageLoad(shadow_tail_buffer, pos_c).r;
++array_len;
}
for (int i = 0; i < array_len-1; ++i) {
float d = depth_vals[i];
int swap_id = i;
for (int j = i; j < array_len; ++j) {
float dj = depth_vals[j];
if (dj < d) {
d = dj;
swap_id = j;
}
}
if (swap_id != i) {
depth_vals[swap_id] = depth_vals[i];
depth_vals[i] = d;
vec4 tmp = color_vals[i];
color_vals[i] = color_vals[swap_id];
color_vals[swap_id] = tmp;
}
if (depth_vals[i] >= reference_depth) {
array_len = i;
break;
}
}
result = light_color;
for (int i = array_len-1; i >= 0; --i) {
vec4 src = color_vals[i];
// result = result.rgb * src.rgb * (1.0-src.a);
// result = (1-src.a) * result.rgb + src.rgb * (src.a);
// result = result.rgb * exp(-src.a *3* (vec3(1)-src.rgb));
// result.r *= exp(-src.a*.001) * exp(-1+src.r);
// result.g *= exp(-src.a*.001) * exp(-1+src.g);
// result.b *= exp(-src.a*.001) * exp(-1+src.b);
// result *= vec3(1)-exp(10.*-src.a*src.rgb);
result *= (vec3(1)-exp(-src.a)) * src.rgb;
}
// result = light_color*exp(2*(vec3(1.0)-result));
}
else
result = light_color;
return result;
}
}
#:uniforms (list "shadow_frag_colors" "shadow_frag_depths" "shadow_head_buffer" "shadow_tail_buffer")>
#<make-shader "diffuse-hemi+spot+tex"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
#extension GL_NV_gpu_shader5 : enable
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform sampler2D tex0;
uniform mat4 shadow_view;
uniform mat4 shadow_proj;
// uniform sampler2DShadow shadow_map; old school.
uniform sampler2D shadow_map;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
,(use "spot")
,(use "apply-linked-shadows")
void main() {
out_col = vec4(0.,0.,0.,1.);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec3 color = texture(tex0, tc).rgb;
out_col += vec4(color * light_col * n_dot_l, 0.);
vec4 shadow_frag = mat4(vec4(.5,0,0,0), vec4(0,.5,0,0), vec4(0,0,.5,0), vec4(.5,.5,.5,1)) * shadow_proj * shadow_view * pos_wc;
vec2 tc = shadow_frag.xy / shadow_frag.w;
vec3 pr = shadow_frag.xyz / shadow_frag.w;
float r = 0;
if (tc.x <= 1 && tc.x >= 0 && tc.y <= 1 && tc.y >= 0) {
float d = texture(shadow_map, pr.xy).r;
if (d > pr.z)
r = 1;
}
// use linked data only if the fragment is not shadowed by opaque geometry.
if (r == 1) {
out_col.rgb += apply_linked_shadows(pr, spot_col) * spot_factor_only() * color;
}
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "hemi_dir" "light_col" "tex0" "shadow_map" "shadow_proj" "shadow_view")>
#<shader-fragment "collector/decls"
#{
layout(binding = 0, offset = 0) uniform atomic_uint counter;
coherent uniform layout(rgba8) image2D cam_frag_colors;
coherent uniform layout(r32f) image2D cam_frag_depths;
coherent uniform layout(size1x32) iimage2D cam_tail_buffer;
coherent uniform layout(size1x32) iimage2D cam_head_buffer;
uniform sampler2D cam_opaque_depth;
uniform ivec2 cam_buffer_size;
}
#:uniforms (list "cam_frag_colors" "cam_frag_depths" "cam_tail_buffer" "cam_head_buffer" "cam_opaque_depth" "cam_buffer_size")>
#<shader-fragment "collector/collect"
#{
int pos = int(atomicCounterIncrement(counter));
int old = imageAtomicExchange(cam_head_buffer, coord, pos);
ivec2 pos_c = ivec2(pos % cam_buffer_size.x, pos / cam_buffer_size.x);
imageStore(cam_tail_buffer, pos_c, ivec4(old,0,0,0));
imageStore(cam_frag_colors, pos_c, result);
imageStore(cam_frag_depths, pos_c, vec4(gl_FragCoord.z,0,0,0));
}>
#<make-shader "diffuse-hemi/collect"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "collector/decls")
void main() {
if (texture(cam_opaque_depth, gl_FragCoord.xy/vec2(cam_buffer_size)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec4 result = vec4(diffuse_color.rgb * light_col * n_dot_l, diffuse_color.a);
,(use "collector/collect")
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+spot/collect"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "collector/decls")
,(use "spot")
void main() {
if (texture(cam_opaque_depth, gl_FragCoord.xy/vec2(cam_buffer_size)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec4 result = vec4(diffuse_color.rgb * light_col * n_dot_l, diffuse_color.a);
result.rgb += spot_factor() * diffuse_color.rgb;
,(use "collector/collect")
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color")>
#<make-shader "diffuse-hemi+tex/collect"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
uniform sampler2D tex0;
,(use "collector/decls")
void main() {
if (texture(cam_opaque_depth, gl_FragCoord.xy/vec2(cam_buffer_size)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec4 color = texture(tex0, tc);
vec4 result = vec4(color.rgb * diffuse_color.rgb * light_col * n_dot_l, color.a * diffuse_color.a);
,(use "collector/collect")
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color" "tex0")>
#<make-shader "diffuse-hemi+spot+tex/collect"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform vec3 hemi_dir;
uniform vec3 light_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
uniform sampler2D tex0;
,(use "collector/decls")
,(use "spot")
void main() {
if (texture(cam_opaque_depth, gl_FragCoord.xy/vec2(cam_buffer_size)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
float n_dot_l = max(0, 0.5*(1+dot(norm_wc, hemi_dir)));
vec4 color = texture(tex0, tc);
vec4 result = vec4(color.rgb * diffuse_color.rgb * light_col * n_dot_l, diffuse_color.a);
result.rgb += spot_factor() * color.rgb * diffuse_color.rgb;
,(use "collector/collect")
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "hemi_dir" "light_col" "diffuse_color" "tex0")>
;;
;; shadow version
;;
#<shader-fragment "shadow-collector/decls"
#{
layout(binding = 0, offset = 0) uniform atomic_uint counter;
coherent uniform layout(rgba8) image2D shadow_frag_colors;
coherent uniform layout(r32f) image2D shadow_frag_depths;
coherent uniform layout(size1x32) iimage2D shadow_tail_buffer;
coherent uniform layout(size1x32) iimage2D shadow_head_buffer;
uniform sampler2D shadow_opaque_depth;
}
#:uniforms (list "shadow_frag_colors" "shadow_frag_depths" "shadow_tail_buffer" "shadow_head_buffer" "shadow_opaque_depth")>
#<shader-fragment "shadow-collector/collect"
#{
int pos = int(atomicCounterIncrement(counter));
int old = imageAtomicExchange(shadow_head_buffer, coord, pos);
ivec2 pos_c = ivec2(pos % wh.x, pos / wh.x);
imageStore(shadow_tail_buffer, pos_c, ivec4(old,0,0,0));
imageStore(shadow_frag_colors, pos_c, result);
imageStore(shadow_frag_depths, pos_c, vec4(gl_FragCoord.z,0,0,0));
}>
#<make-shader "shadow-collect"
#:vertex-shader #{
#version 150 core
,(use "vs:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
,(use "shadow-collector/decls")
void main() {
ivec2 wh = ivec2(512, 512);
if (texture(shadow_opaque_depth, gl_FragCoord.xy/vec2(wh)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 result = diffuse_color;
,(use "shadow-collector/collect")
out_col = result;
}
}
#:inputs (list "in_pos" "in_norm")
#:uniforms (list "diffuse_color")>
#<make-shader "shadow-collect+tex"
#:vertex-shader #{
#version 150 core
,(use "vs/tc:default")
}
#:fragment-shader #{
#version 420 core
out vec4 out_col;
uniform sampler2D tex0;
uniform vec4 diffuse_color;
in vec4 pos_wc;
in vec3 norm_wc;
in vec2 tc;
,(use "shadow-collector/decls")
void main() {
ivec2 wh = ivec2(512, 512);
if (texture(shadow_opaque_depth, gl_FragCoord.xy/vec2(wh)).r <= gl_FragCoord.z)
discard;
ivec2 coord = ivec2(gl_FragCoord.xy);
vec4 color = texture(tex0, tc);
vec4 result = vec4(color.rgb * diffuse_color.rgb, color.a * diffuse_color.a);
,(use "shadow-collector/collect")
}
}
#:inputs (list "in_pos" "in_norm" "in_tc")
#:uniforms (list "tex0" "diffuse_color")>
;;
;; apply linked-list
;;
#<make-shader "texquad/apply-array"
#:vertex-shader #{
#version 150 core
in vec3 in_pos;
void main() {
gl_Position = vec4(in_pos.xy, .9,1);
}
}
#:fragment-shader #{
#version 420 core
#extension GL_NV_gpu_shader5 : enable
out vec4 out_col;
coherent uniform layout(rgba8) image2D cam_frag_colors;
coherent uniform layout(r32f) image2D cam_frag_depths;
coherent uniform layout(size1x32) iimage2D cam_head_buffer;
coherent uniform layout(size1x32) iimage2D cam_tail_buffer;
uniform sampler2D tex0;
uniform ivec2 cam_buffer_size;
uniform int array_layers;
void main() {
float depth_vals[16]; // this still has to be set manually.
vec4 color_vals[16];
int run = imageLoad(cam_head_buffer, ivec2(gl_FragCoord.xy)).r;
if (run >= 0) {
int array_len = 0;
while (run >= 0 && array_len < 16) {
ivec2 pos_c = ivec2(run % cam_buffer_size.x, run / cam_buffer_size.x);
depth_vals[array_len] = imageLoad(cam_frag_depths, pos_c).r;
color_vals[array_len] = imageLoad(cam_frag_colors, pos_c);
run = imageLoad(cam_tail_buffer, pos_c).r;
++array_len;
}
for (int i = 0; i < array_len-1; ++i) {
float d = depth_vals[i];
int swap_id = i;
for (int j = i; j < array_len; ++j) {
float dj = depth_vals[j];
if (dj < d) {
d = dj;
swap_id = j;
}
}
if (swap_id != i) {
depth_vals[swap_id] = depth_vals[i];
depth_vals[i] = d;
vec4 tmp = color_vals[i];
color_vals[i] = color_vals[swap_id];
color_vals[swap_id] = tmp;
}
}
vec4 base = vec4(texture(tex0, gl_FragCoord.xy/vec2(cam_buffer_size)).rgb, 1);
for (int i = int (array_len)-1; i >= 0; --i) {
vec4 src = color_vals[i];
base = src.rgba * src.a + base.rgba * (1-src.a);
}
out_col = base;
}
else
out_col = vec4(texture(tex0, gl_FragCoord.xy/vec2(cam_buffer_size)).rgb, 1);
}
}
#:inputs (list "in_pos")
#:uniforms (list "cam_frag_colors" "cam_frag_depths" "cam_buffer_size" "tex0" "cam_head_buffer" "cam_tail_buffer")>
#<make-shader "texquad/clear-array"
#:vertex-shader #{
#version 150 core
in vec3 in_pos;
void main() {
gl_Position = vec4(in_pos.xy, .9,1);
}
}
#:fragment-shader #{
#version 420 core
coherent uniform layout(size1x32) iimage2D head_buffer;
coherent uniform layout(size1x32) iimage2D tail_buffer;
uniform ivec2 wh;
void main() {
imageStore(head_buffer, ivec2(gl_FragCoord.xy), ivec4(-1,0,0,0));
imageStore(tail_buffer, ivec2(gl_FragCoord.xy), ivec4(-1,0,0,0));
}
}
#:inputs (list "in_pos")
#:uniforms (list "head_buffer" "tail_buffer" "wh")>
#<make-shader "texquad/clear-color"
#:vertex-shader #{
#version 150 core
in vec3 in_pos;
void main() {
gl_Position = vec4(in_pos.xy, .9,1);
}
}
#:fragment-shader #{
#version 420 core
coherent uniform layout(rgba8) image2D frag_colors;
coherent uniform layout(size1x32) image2D frag_depths;
uniform ivec2 wh;
void main() {
for (int i = 0; i < 10; ++i)
imageStore(frag_colors, ivec2(gl_FragCoord.xy) + ivec2(0,i*wh.y), vec4(0,0,0,0));
imageStore(frag_depths, ivec2(gl_FragCoord.xy), vec4(1,0,0,0));
}
}
#:inputs (list "in_pos")
#:uniforms (list "frag_colors" "frag_depths" "wh")>
#<make-shader "texquad-with-depth"
#:vertex-shader #{
#version 150 core
in vec3 in_pos;
in vec2 in_tc;
out vec2 tc;
void main() {
gl_Position = vec4(in_pos.xy, .5,1);
tc = in_tc;
}
}
#:fragment-shader #{
#version 150 core
uniform sampler2D tex0;
uniform sampler2D tex1;
in vec2 tc;
out vec4 out_col;
void main() {
out_col = texture(tex0, tc);
gl_FragDepth = texture(tex1, tc).r;
}
}
#:inputs (list "in_pos" "in_tc")
#:uniforms (list "tex0" "tex1")>