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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/eevee_hiz_downsample_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_hiz_downsample_frag.glsl34
1 files changed, 0 insertions, 34 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_hiz_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/eevee_hiz_downsample_frag.glsl
deleted file mode 100644
index cbde1352e06..00000000000
--- a/source/blender/draw/engines/eevee/shaders/eevee_hiz_downsample_frag.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-/**
- * Shader that down-sample depth buffer, creating a Hierarchical-Z buffer.
- * Saves max value of each 2x2 texel in the mipmap above the one we are rendering to.
- * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
- *
- * Major simplification has been made since we pad the buffer to always be bigger than input to
- * avoid mipmapping misalignement.
- */
-
-#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-
-#ifndef GPU_ARB_texture_gather
-vec4 texGather(sampler2D tex, vec2 uv)
-{
- vec4 ofs = vec2(0.5, 0.5, -0.5, -0.5) * texel_size.xyxy;
- return vec4(texture(tex, uv + ofs.zw).r,
- texture(tex, uv + ofs.zy).r,
- texture(tex, uv + ofs.xw).r,
- texture(tex, uv + ofs.xy).r);
-}
-#else
-# define texGather(a, b) textureGather(a, b)
-#endif
-
-void main()
-{
- /* NOTE(@fclem): textureSize() does not work the same on all implementations
- * when changing the min and max texture levels. Use uniform instead (see T87801). */
- vec2 uv = gl_FragCoord.xy * texel_size;
-
- vec4 samp = texGather(depth_tx, uv);
-
- out_depth = max_v4(samp);
-}