diff options
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.glsl | 34 |
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); -} |