diff options
Diffstat (limited to 'drivers/gles3/shaders/ssao_minify.glsl')
-rw-r--r-- | drivers/gles3/shaders/ssao_minify.glsl | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl new file mode 100644 index 0000000000..df9045c28a --- /dev/null +++ b/drivers/gles3/shaders/ssao_minify.glsl @@ -0,0 +1,55 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + +void main() { + + gl_Position = vertex_attrib; +} + +[fragment] + + +#ifdef MINIFY_START + +#define SDEPTH_TYPE highp sampler2D +uniform float camera_z_far; +uniform float camera_z_near; + +#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; + fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); + fdepth /= camera_z_far; + depth = uint(clamp(fdepth*65535,0.0,65535.0)); + +#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 + + +} + + |