gzdoom-gles/wadsrc/static/shaders/glsl/lineardepth.fp

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layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
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#if defined(MULTISAMPLE)
layout(binding=0) uniform sampler2DMS DepthTexture;
layout(binding=1) uniform sampler2DMS ColorTexture;
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#else
layout(binding=0) uniform sampler2D DepthTexture;
layout(binding=1) uniform sampler2D ColorTexture;
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#endif
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float normalizeDepth(float depth)
{
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
}
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void main()
{
vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
ivec2 texSize = textureSize(DepthTexture);
#else
ivec2 texSize = textureSize(DepthTexture, 0);
#endif
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ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
#if defined(MULTISAMPLE)
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, SampleIndex).a != 0.0 ? texelFetch(DepthTexture, ipos, SampleIndex).x : 1.0);
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#else
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float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
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#endif
FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}