2016-08-29 11:10:22 +00:00
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2019-03-05 17:55:31 +00:00
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layout(location=0) in vec2 TexCoord;
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2018-06-12 21:52:33 +00:00
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layout(location=0) out vec4 FragColor;
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2016-08-29 11:10:22 +00:00
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2016-09-03 02:12:00 +00:00
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#if defined(MULTISAMPLE)
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2018-06-13 13:53:56 +00:00
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layout(binding=0) uniform sampler2DMS DepthTexture;
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layout(binding=1) uniform sampler2DMS ColorTexture;
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2016-09-03 02:12:00 +00:00
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#else
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2018-06-13 13:53:56 +00:00
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layout(binding=0) uniform sampler2D DepthTexture;
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layout(binding=1) uniform sampler2D ColorTexture;
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2016-09-03 02:12:00 +00:00
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#endif
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2016-09-03 02:29:50 +00:00
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2016-10-06 05:36:49 +00:00
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float normalizeDepth(float depth)
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{
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
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}
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2016-08-29 11:10:22 +00:00
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void main()
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{
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2016-09-03 02:29:50 +00:00
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vec2 uv = Offset + TexCoord * Scale;
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2016-09-03 02:12:00 +00:00
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(DepthTexture);
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2016-09-09 16:19:00 +00:00
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#else
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ivec2 texSize = textureSize(DepthTexture, 0);
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#endif
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2016-10-06 05:36:49 +00:00
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ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
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2016-09-09 16:19:00 +00:00
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#if defined(MULTISAMPLE)
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2016-10-09 04:17:48 +00:00
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float depth = normalizeDepth(texelFetch(ColorTexture, ipos, SampleIndex).a != 0.0 ? texelFetch(DepthTexture, ipos, SampleIndex).x : 1.0);
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2016-09-03 02:12:00 +00:00
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#else
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2016-10-06 05:36:49 +00:00
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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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2016-09-03 02:12:00 +00:00
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#endif
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2016-10-09 04:17:48 +00:00
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FragColor = vec4(depth, 0.0, 0.0, 1.0);
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2016-08-29 11:10:22 +00:00
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}
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