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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl74
1 files changed, 74 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
new file mode 100644
index 00000000000..65d3970a82a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -0,0 +1,74 @@
+/**
+ * Shader that downsample depth buffer,
+ * saving min and max value of each texel in the above mipmaps.
+ * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
+ **/
+
+#ifdef LAYERED
+uniform sampler2DArray depthBuffer;
+uniform int depthLayer;
+#else
+uniform sampler2D depthBuffer;
+#endif
+
+#ifdef LAYERED
+#define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
+#else
+#define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
+#endif
+
+#ifdef MIN_PASS
+#define minmax(a, b) min(a, b)
+#else /* MAX_PASS */
+#define minmax(a, b) max(a, b)
+#endif
+
+#ifdef GPU_INTEL
+out vec4 fragColor;
+#endif
+
+void main()
+{
+ ivec2 texelPos = ivec2(gl_FragCoord.xy);
+ ivec2 mipsize = textureSize(depthBuffer, 0).xy;
+
+#ifndef COPY_DEPTH
+ texelPos *= 2;
+#endif
+
+ float val = sampleLowerMip(texelPos);
+#ifndef COPY_DEPTH
+ float val2 = sampleLowerMip(texelPos + ivec2(1, 0));
+ float val3 = sampleLowerMip(texelPos + ivec2(1, 1));
+ float val4 = sampleLowerMip(texelPos + ivec2(0, 1));
+ val = minmax(val, val2);
+ val = minmax(val, val3);
+ val = minmax(val, val4);
+
+ /* if we are reducing an odd-width texture then fetch the edge texels */
+ if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) {
+ /* if both edges are odd, fetch the top-left corner texel */
+ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
+ val = minmax(val, sampleLowerMip(texelPos + ivec2(2, 2)));
+ }
+ float val2 = sampleLowerMip(texelPos + ivec2(2, 0));
+ float val3 = sampleLowerMip(texelPos + ivec2(2, 1));
+ val = minmax(val, val2);
+ val = minmax(val, val3);
+ }
+ /* if we are reducing an odd-height texture then fetch the edge texels */
+ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
+ float val2 = sampleLowerMip(texelPos + ivec2(0, 2));
+ float val3 = sampleLowerMip(texelPos + ivec2(1, 2));
+ val = minmax(val, val2);
+ val = minmax(val, val3);
+ }
+#endif
+
+#ifdef GPU_INTEL
+ /* Use color format instead of 24bit depth texture */
+ fragColor = vec4(val);
+#else
+ gl_FragDepth = val;
+#endif
+} \ No newline at end of file