gzdoom/wadsrc/static/shaders/glsl/lineardepth.fp
2016-10-06 07:36:49 +02:00

57 lines
1.5 KiB
GLSL

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;
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, 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);
#else
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);
#endif
}