mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-13 06:01:25 +00:00
ce50b0e46b
Works for most shaders, except SSAO.
38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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#if defined(MULTISAMPLE)
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layout(binding=0) uniform sampler2DMS DepthTexture;
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layout(binding=1) uniform sampler2DMS ColorTexture;
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#else
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layout(binding=0) uniform sampler2D DepthTexture;
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layout(binding=1) uniform sampler2D ColorTexture;
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#endif
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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, SampleIndex).a != 0.0 ? texelFetch(DepthTexture, ipos, SampleIndex).x : 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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#endif
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FragColor = vec4(depth, 0.0, 0.0, 1.0);
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}
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