2016-12-04 15:45:30 +00:00
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[vertex]
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layout(location=0) in highp vec4 vertex_attrib;
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void main() {
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gl_Position = vertex_attrib;
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}
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[fragment]
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#ifdef MINIFY_START
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#define SDEPTH_TYPE highp sampler2D
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uniform float camera_z_far;
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uniform float camera_z_near;
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#else
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#define SDEPTH_TYPE mediump usampler2D
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#endif
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uniform SDEPTH_TYPE source_depth; //texunit:0
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uniform ivec2 from_size;
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uniform int source_mipmap;
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layout(location = 0) out mediump uint depth;
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void main() {
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ivec2 ssP = ivec2(gl_FragCoord.xy);
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// Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling.
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// On DX9, the bit-and can be implemented with floating-point modulo
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#ifdef MINIFY_START
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float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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fdepth = fdepth * 2.0 - 1.0;
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2017-09-07 23:16:33 +00:00
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#ifdef USE_ORTHOGONAL_PROJECTION
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fdepth = ((fdepth + (camera_z_far + camera_z_near)/(camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near))/2.0;
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#else
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2016-12-04 15:45:30 +00:00
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fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
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2017-09-07 23:16:33 +00:00
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#endif
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2016-12-04 15:45:30 +00:00
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fdepth /= camera_z_far;
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2017-02-22 22:14:21 +00:00
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depth = uint(clamp(fdepth*65535.0,0.0,65535.0));
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2016-12-04 15:45:30 +00:00
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#else
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depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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#endif
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}
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