mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
|
|
in vec2 TexCoord;
|
|
out vec4 FragColor;
|
|
|
|
#if defined(MULTISAMPLE)
|
|
uniform sampler2DMS DepthTexture;
|
|
uniform sampler2DMS ColorTexture;
|
|
uniform int SampleIndex;
|
|
#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;
|
|
|
|
float normalizeDepth(float depth)
|
|
{
|
|
float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
|
|
return 1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = Offset + TexCoord * Scale;
|
|
|
|
#if defined(MULTISAMPLE)
|
|
ivec2 texSize = textureSize(DepthTexture);
|
|
#else
|
|
ivec2 texSize = textureSize(DepthTexture, 0);
|
|
#endif
|
|
|
|
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);
|
|
#else
|
|
float depth = normalizeDepth(texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0);
|
|
#endif
|
|
|
|
FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
|
}
|