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