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depthlinearize.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
#ifndef DEPTHLINEARIZE_USEMSAA
#define DEPTHLINEARIZE_USEMSAA 0
#endif
layout(location=0) uniform vec4 clipInfo; // z_n * z_f, z_n - z_f, z_f, perspective = 1 : 0
#if DEPTHLINEARIZE_MSAA
layout(location=1) uniform int sampleIndex;
layout(binding=0) uniform sampler2DMS inputTexture;
#else
layout(binding=0) uniform sampler2D inputTexture;
#endif
layout(location=0,index=0) out float out_Color;
float reconstructCSZ(float d, vec4 clipInfo) {
if (clipInfo[3] != 0) {
return (clipInfo[0] / (clipInfo[1] * d + clipInfo[2]));
}
else {
return (clipInfo[1]+clipInfo[2] - d * clipInfo[1]);
}
}
/*
if (in_perspective == 1.0) // perspective
{
ze = (zNear * zFar) / (zFar - zb * (zFar - zNear));
}
else // orthographic proj
{
ze = zNear + zb * (zFar - zNear);
}
*/
void main() {
#if DEPTHLINEARIZE_MSAA
float depth = texelFetch(inputTexture, ivec2(gl_FragCoord.xy), sampleIndex).x;
#else
float depth = texelFetch(inputTexture, ivec2(gl_FragCoord.xy), 0).x;
#endif
out_Color = reconstructCSZ(depth, clipInfo);
}