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

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in vec2 TexCoord;
out vec4 FragColor;
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#if defined(MULTISAMPLE)
uniform sampler2DMS DepthTexture;
uniform sampler2DMS ColorTexture;
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uniform int SampleCount;
#else
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uniform sampler2D DepthTexture;
uniform sampler2D ColorTexture;
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#endif
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uniform float LinearizeDepthA;
uniform float LinearizeDepthB;
uniform float InverseDepthRangeA;
uniform float InverseDepthRangeB;
uniform vec2 Scale;
uniform vec2 Offset;
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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)
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float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
float sampleIndex = 0.0;
for (int i = 1; i < SampleCount; i++)
{
float hardwareDepth = texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
float sampleDepth = normalizeDepth(hardwareDepth);
if (sampleDepth < depth)
{
depth = sampleDepth;
sampleIndex = float(i);
}
}
FragColor = vec4(depth, sampleIndex, 0.0, 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);
FragColor = vec4(depth, 0.0, 0.0, 1.0);
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#endif
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}