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69 | { |
69 | { |
70 | } |
70 | } |
71 | |
71 | |
72 | void material::enable (view &ctx) |
72 | void material::enable (view &ctx) |
73 | { |
73 | { |
74 | static shader::compile::varying_1f Z;//D |
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75 | |
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76 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
74 | pass::matmap_t &matmap = ctx.pass_data->matmap; |
77 | |
75 | |
78 | pass::matmap_t::iterator i = matmap.find (this); |
76 | pass::matmap_t::iterator i = matmap.find (this); |
79 | |
77 | |
80 | if (i == matmap.end ()) |
78 | if (i == matmap.end ()) |
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86 | if (ctx.pass_data->l) |
84 | if (ctx.pass_data->l) |
87 | ctx.pass_data->l->vsh (); |
85 | ctx.pass_data->l->vsh (); |
88 | |
86 | |
89 | vsh (ctx); |
87 | vsh (ctx); |
90 | |
88 | |
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89 | // compute logarithmic depth - see the frustum matrix in view.C |
91 | { |
90 | { |
92 | using namespace shader::compile; |
91 | using namespace shader::compile; |
93 | |
92 | |
94 | Z = pow (z (vout.position) / 2.F, 0.2); |
93 | z (vout.position) = (log2 (max (z (vout.position), 0)) * (2 / log2 (1e10)) - 1) * w (vout.position); |
95 | z (vout.position) = (Z * 2 - 1) * w (vout.position); |
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96 | //z (vout.position) = z (vout.position) - 1; |
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97 | } |
94 | } |
98 | |
95 | |
99 | vsh_src = shader::shader_builder::stop (); |
96 | vsh_src = shader::shader_builder::stop (); |
100 | |
97 | |
101 | shader::shader_builder::start (); |
98 | shader::shader_builder::start (); |
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123 | |
120 | |
124 | po->enable (); |
121 | po->enable (); |
125 | } |
122 | } |
126 | else |
123 | else |
127 | i->second->enable (); |
124 | i->second->enable (); |
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125 | |
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126 | if (ctx.pass_data->l) |
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127 | ctx.pass_data->l->enable (); |
128 | } |
128 | } |
129 | |
129 | |
130 | void material::disable (view &ctx) |
130 | void material::disable (view &ctx) |
131 | { |
131 | { |
132 | } |
132 | } |