in vec2 TexCoord; out vec4 FragColor; #if defined(MULTISAMPLE) uniform sampler2DMS DepthTexture; uniform sampler2DMS ColorTexture; uniform int SampleCount; #else uniform sampler2D DepthTexture; uniform sampler2D ColorTexture; #endif uniform float LinearizeDepthA; uniform float LinearizeDepthB; uniform float InverseDepthRangeA; uniform float InverseDepthRangeB; uniform vec2 Scale; uniform vec2 Offset; void main() { vec2 uv = Offset + TexCoord * Scale; #if defined(MULTISAMPLE) ivec2 texSize = textureSize(DepthTexture); ivec2 ipos = ivec2(uv * vec2(texSize)); float depth = 0.0; for (int i = 0; i < SampleCount; i++) depth += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0; depth /= float(SampleCount); #else /*ivec2 texSize = textureSize(DepthTexture, 0); ivec2 ipos = ivec2(uv * vec2(texSize)); if (ipos.x < 0) ipos.x += texSize.x; if (ipos.y < 0) ipos.y += texSize.y; float depth = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;*/ float depth = texture(ColorTexture, uv).a != 0.0 ? texture(DepthTexture, uv).x : 1.0; #endif float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0); FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0); }