0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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void main() {
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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#ifdef MINIFY_START
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#define SDEPTH_TYPE highp sampler2D
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uniform float camera_z_far;
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uniform float camera_z_near;
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/* clang-format on */
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#else
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#define SDEPTH_TYPE mediump usampler2D
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#endif
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uniform SDEPTH_TYPE source_depth; //texunit:0
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uniform ivec2 from_size;
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uniform int source_mipmap;
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layout(location = 0) out mediump uint depth;
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void main() {
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ivec2 ssP = ivec2(gl_FragCoord.xy);
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// Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling.
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// On DX9, the bit-and can be implemented with floating-point modulo
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#ifdef MINIFY_START
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float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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fdepth = fdepth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
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#endif
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fdepth /= camera_z_far;
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depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0));
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#else
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depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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#endif
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}
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