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Add depth pass for picking a location
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3 changed files with 160 additions and 10 deletions
83
resources/shaders/camera_distance.shader
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83
resources/shaders/camera_distance.shader
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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attribute highp vec4 a_vertex;
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varying highp vec3 v_vertex;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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}
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fragment =
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uniform highp vec3 u_viewPosition;
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varying highp vec3 v_vertex;
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void main()
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{
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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encoded.b = floor(distance_to_camera / 65536.0);
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encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
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encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
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gl_FragColor.rgb = encoded / 255.;
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gl_FragColor.a = 1.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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in highp vec4 a_vertex;
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out highp vec3 v_vertex;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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}
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fragment41core =
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#version 410
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uniform highp vec3 u_viewPosition;
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in highp vec3 v_vertex;
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out vec4 frag_color;
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void main()
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{
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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encoded.b = floor(distance_to_camera / 65536.0);
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encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
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encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
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frag_color.rgb = encoded / 255.;
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frag_color.a = 1.0;
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}
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[defaults]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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u_viewPosition = view_position
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[attributes]
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a_vertex = vertex
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