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path: root/drivers/gles2/shaders/ssao_minify.glsl
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Diffstat (limited to 'drivers/gles2/shaders/ssao_minify.glsl')
-rw-r--r--drivers/gles2/shaders/ssao_minify.glsl54
1 files changed, 0 insertions, 54 deletions
diff --git a/drivers/gles2/shaders/ssao_minify.glsl b/drivers/gles2/shaders/ssao_minify.glsl
deleted file mode 100644
index f654e00a4f..0000000000
--- a/drivers/gles2/shaders/ssao_minify.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-/* clang-format off */
-[vertex]
-
-layout(location = 0) in highp vec4 vertex_attrib;
-/* clang-format on */
-
-void main() {
- gl_Position = vertex_attrib;
-}
-
-/* clang-format off */
-[fragment]
-
-#ifdef MINIFY_START
-
-#define SDEPTH_TYPE highp sampler2D
-uniform float camera_z_far;
-uniform float camera_z_near;
-/* clang-format on */
-
-#else
-
-#define SDEPTH_TYPE mediump usampler2D
-
-#endif
-
-uniform SDEPTH_TYPE source_depth; //texunit:0
-
-uniform ivec2 from_size;
-uniform int source_mipmap;
-
-layout(location = 0) out mediump uint depth;
-
-void main() {
- ivec2 ssP = ivec2(gl_FragCoord.xy);
-
- // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling.
- // On DX9, the bit-and can be implemented with floating-point modulo
-
-#ifdef MINIFY_START
- float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
- fdepth = fdepth * 2.0 - 1.0;
-#ifdef USE_ORTHOGONAL_PROJECTION
- fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
-#else
- fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
-#endif
- fdepth /= camera_z_far;
- depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0));
-
-#else
- depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
-#endif
-}