mirror of
https://github.com/ZDoom/qzdoom.git
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46 lines
1.3 KiB
GLSL
46 lines
1.3 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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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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// Use floor here because as we downscale the sampling error has to remain uniform to prevent
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// noise in the depth values.
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ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
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#if defined(MULTISAMPLE)
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float depth = 0.0;
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for (int i = 0; i < SampleCount; i++)
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depth += texelFetch(ColorTexture, ipos, i).a != 0.0 ? texelFetch(DepthTexture, ipos, i).x : 1.0;
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depth /= float(SampleCount);
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#else
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float depth = texelFetch(ColorTexture, ipos, 0).a != 0.0 ? texelFetch(DepthTexture, ipos, 0).x : 1.0;
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#endif
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float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0);
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FragColor = vec4(1.0 / (normalizedDepth * LinearizeDepthA + LinearizeDepthB), 0.0, 0.0, 1.0);
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}
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