eac4c984df
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
59 lines
1.3 KiB
GLSL
59 lines
1.3 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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void main() {
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gl_Position = vertex_attrib;
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}
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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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#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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