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- /* clang-format off */
- [vertex]
- layout(location = 0) in highp vec4 vertex_attrib;
- /* clang-format on */
- void main() {
- gl_Position = vertex_attrib;
- }
- /* clang-format off */
- [fragment]
- #ifdef MINIFY_START
- #define SDEPTH_TYPE highp sampler2D
- uniform float camera_z_far;
- uniform float camera_z_near;
- /* clang-format on */
- #else
- #define SDEPTH_TYPE mediump usampler2D
- #endif
- uniform SDEPTH_TYPE source_depth; //texunit:0
- uniform ivec2 from_size;
- uniform int source_mipmap;
- layout(location = 0) out mediump uint depth;
- void main() {
- ivec2 ssP = ivec2(gl_FragCoord.xy);
- // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling.
- // On DX9, the bit-and can be implemented with floating-point modulo
- #ifdef MINIFY_START
- float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
- fdepth = fdepth * 2.0 - 1.0;
- #ifdef USE_ORTHOGONAL_PROJECTION
- fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
- #else
- fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
- #endif
- fdepth /= camera_z_far;
- depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0));
- #else
- depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
- #endif
- }
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