/* 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 }