mirror of https://github.com/bkaradzic/bgfx
36 lines
1.0 KiB
Scala
36 lines
1.0 KiB
Scala
$input v_texcoord0
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/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include "../common/common.sh"
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#include "parameters.sh"
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SAMPLER2D(s_depth, 0);
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// from assao sample, cs_assao_prepare_depths.sc
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float ScreenSpaceToViewSpaceDepth( float screenDepth )
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{
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float depthLinearizeMul = u_depthUnpackConsts.x;
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float depthLinearizeAdd = u_depthUnpackConsts.y;
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// Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
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// Set your depthLinearizeMul and depthLinearizeAdd to:
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// depthLinearizeMul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
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// depthLinearizeAdd = cameraClipFar / ( cameraClipFar - cameraClipNear );
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return depthLinearizeMul / ( depthLinearizeAdd - screenDepth );
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}
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void main()
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{
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vec2 texCoord = v_texcoord0;
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float depth = texture2D(s_depth, texCoord).x;
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float linearDepth = ScreenSpaceToViewSpaceDepth(depth);
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gl_FragColor = vec4_splat(linearDepth);
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}
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