mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-28 06:32:29 +00:00
57 lines
1.5 KiB
GLSL
57 lines
1.5 KiB
GLSL
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in vec2 TexCoord;
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out vec4 FragColor;
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#if defined(MULTISAMPLE)
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uniform sampler2DMS DepthTexture;
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uniform sampler2DMS ColorTexture;
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uniform int SampleCount;
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#else
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uniform sampler2D DepthTexture;
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uniform sampler2D ColorTexture;
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#endif
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uniform float LinearizeDepthA;
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uniform float LinearizeDepthB;
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uniform float InverseDepthRangeA;
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uniform float InverseDepthRangeB;
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uniform vec2 Scale;
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uniform vec2 Offset;
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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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void main()
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{
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vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(DepthTexture);
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#else
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ivec2 texSize = textureSize(DepthTexture, 0);
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#endif
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ivec2 ipos = ivec2(max(uv * vec2(texSize), vec2(0.0)));
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#if defined(MULTISAMPLE)
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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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float sampleIndex = 0.0;
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for (int i = 1; i < SampleCount; i++)
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{
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float hardwareDepth = texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
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float sampleDepth = normalizeDepth(hardwareDepth);
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if (sampleDepth < depth)
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{
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depth = sampleDepth;
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sampleIndex = float(i);
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}
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}
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FragColor = vec4(depth, sampleIndex, 0.0, 1.0);
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#else
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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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FragColor = vec4(depth, 0.0, 0.0, 1.0);
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#endif
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}
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