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cull-downsample.frag.glsl
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cull-downsample.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 330
/**/
uniform sampler2D depthTex;
uniform int depthLod;
uniform bool evenLod;
in vec2 uv;
void main()
{
ivec2 lodSize = textureSize(depthTex,depthLod);
float depth = 0;
if (evenLod){
ivec2 offsets[] = ivec2[](
ivec2(0,0),
ivec2(0,1),
ivec2(1,1),
ivec2(1,0)
);
ivec2 coord = ivec2(gl_FragCoord.xy);
coord *= 2;
for (int i = 0; i < 4; i++){
depth = max(
depth,
texelFetch(depthTex,
clamp(coord + offsets[i], ivec2(0), lodSize - ivec2(1)),
depthLod).r );
}
}
else{
// need this to handle non-power of two
// very conservative
vec2 offsets[] = vec2[](
vec2(-1,-1),
vec2( 0,-1),
vec2( 1,-1),
vec2(-1, 0),
vec2( 0, 0),
vec2( 1, 0),
vec2(-1, 1),
vec2( 0, 1),
vec2( 1, 1)
);
vec2 coord = uv;
vec2 texel = 1.0/(vec2(lodSize));
for (int i = 0; i < 9; i++){
vec2 pos = coord + offsets[i] * texel;
depth = max(
depth,
#if 1
texelFetch(depthTex,
clamp(ivec2(pos * lodSize), ivec2(0), lodSize - ivec2(1)),
depthLod).r
#else
textureLod(depthTex,
pos,
depthLod).r
#endif
);
}
}
gl_FragDepth = depth;
}