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- /* clang-format off */
- #[vertex]
- #version 450
- #VERSION_DEFINES
- layout(location = 0) out vec2 uv_interp;
- /* clang-format on */
- void main() {
- vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
- gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
- uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
- }
- /* clang-format off */
- #[fragment]
- #version 450
- #VERSION_DEFINES
- layout(location = 0) in vec2 uv_interp;
- layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
- layout(push_constant, std430) uniform Params {
- ivec2 pad;
- int sample_count;
- int pad2;
- }
- params;
- layout (location = 0) out float out_depth;
- void main() {
- ivec2 pos = ivec2(gl_FragCoord.xy);
- float depth_avg = 0.0;
- for (int i = 0; i < params.sample_count; i++) {
- depth_avg += texelFetch(source_depth, pos, i).r;
- }
- depth_avg /= float(params.sample_count);
- out_depth = depth_avg;
- }
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