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path: root/drivers/gles3/shaders/ssao_minify.glsl
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Diffstat (limited to 'drivers/gles3/shaders/ssao_minify.glsl')
-rw-r--r--drivers/gles3/shaders/ssao_minify.glsl17
1 files changed, 5 insertions, 12 deletions
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl
index 647c762438..777a0069fc 100644
--- a/drivers/gles3/shaders/ssao_minify.glsl
+++ b/drivers/gles3/shaders/ssao_minify.glsl
@@ -1,7 +1,6 @@
[vertex]
-
-layout(location=0) in highp vec4 vertex_attrib;
+layout(location = 0) in highp vec4 vertex_attrib;
void main() {
@@ -10,7 +9,6 @@ void main() {
[fragment]
-
#ifdef MINIFY_START
#define SDEPTH_TYPE highp sampler2D
@@ -32,28 +30,23 @@ 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
+ // 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;
+ 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));
+ 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
-
-
}
-
-