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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (at your option) any later version. //
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// //
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// This library is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //
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// Lesser General Public License for more details. //
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// //
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// You should have received a copy of the GNU Lesser General Public //
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// License along with this library; if not, write to the Free Software //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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out vec4 fragColor; // The output color
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in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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uniform sampler2D u_Texture;
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uniform sampler2D u_DepthTexture;
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//////////////////////////////////////////////////////////////////////////////////////////////
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// why -0.0003 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on
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// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does
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// not pass (for unknown reasons) and we don't see the Glow halo. See for example the 'Glowing
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// Leaf' test app.
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// Why exactly 0.0003? Testing of the Cube app on the SM-A315F. ( Mali G52, drivr r20p0 )
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// 0.0003 shouldn't hurt anyway.
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void main()
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{
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gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.0003;
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fragColor = texture(u_Texture ,v_TexCoordinate);
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}
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