55 lines
1.2 KiB
GLSL
55 lines
1.2 KiB
GLSL
[vertex]
|
|
|
|
|
|
layout(location=0) in highp vec4 vertex_attrib;
|
|
|
|
void main() {
|
|
|
|
gl_Position = vertex_attrib;
|
|
}
|
|
|
|
[fragment]
|
|
|
|
|
|
#ifdef MINIFY_START
|
|
|
|
#define SDEPTH_TYPE highp sampler2D
|
|
uniform float camera_z_far;
|
|
uniform float camera_z_near;
|
|
|
|
#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;
|
|
fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
|
|
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
|
|
|
|
|
|
}
|
|
|
|
|