qzdoom-gpl/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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void main()
{
vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
ivec2 texSize = textureSize(DepthTexture);
ivec2 ipos = ivec2(uv * vec2(texSize));
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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;
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depth /= float(SampleCount);
#else
/*ivec2 texSize = textureSize(DepthTexture, 0);
ivec2 ipos = ivec2(uv * vec2(texSize));
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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;
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#endif
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
}