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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.glsl71
1 files changed, 35 insertions, 36 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
index 9f81206070b..ce6f3568cdf 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -4,63 +4,62 @@
* 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
-out vec4 FragMinMax;
-
-vec2 sampleLowerMip(ivec2 texel)
-{
-#ifdef INPUT_DEPTH
- return texelFetch(depthBuffer, texel, 0).rr;
+#ifdef LAYERED
+#define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
#else
- return texelFetch(depthBuffer, texel, 0).rg;
+#define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
#endif
-}
-void minmax(inout vec2 val[2])
-{
- val[0].x = min(val[0].x, val[1].x);
- val[0].y = max(val[0].y, val[1].y);
-}
+#ifdef MIN_PASS
+#define minmax(a, b) min(a, b)
+#else /* MAX_PASS */
+#define minmax(a, b) max(a, b)
+#endif
void main()
{
- vec2 val[2];
ivec2 texelPos = ivec2(gl_FragCoord.xy);
- ivec2 mipsize = textureSize(depthBuffer, 0);
+ ivec2 mipsize = textureSize(depthBuffer, 0).xy;
+
#ifndef COPY_DEPTH
texelPos *= 2;
#endif
- val[0] = sampleLowerMip(texelPos);
+ float val = sampleLowerMip(texelPos);
#ifndef COPY_DEPTH
- val[1] = sampleLowerMip(texelPos + ivec2(1, 0));
- minmax(val);
- val[1] = sampleLowerMip(texelPos + ivec2(1, 1));
- minmax(val);
- val[1] = sampleLowerMip(texelPos + ivec2(0, 1));
- minmax(val);
+ 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) && (int(gl_FragCoord.x) == mipsize.x-3)) {
+ 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) && (int(gl_FragCoord.y) == mipsize.y-3)) {
- val[1] = sampleLowerMip(texelPos + ivec2(-1, -1));
- minmax(val);
+ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
+ val = minmax(val, sampleLowerMip(texelPos + ivec2(2, 2)));
}
- val[1] = sampleLowerMip(texelPos + ivec2(0, -1));
- minmax(val);
- val[1] = sampleLowerMip(texelPos + ivec2(1, -1));
- minmax(val);
+ 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 */
- else if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y) == mipsize.y-3)) {
- val[1] = sampleLowerMip(texelPos + ivec2(0, -1));
- minmax(val);
- val[1] = sampleLowerMip(texelPos + ivec2(1, -1));
- minmax(val);
+ 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
- FragMinMax = vec4(val[0], 0.0, 1.0);
+ gl_FragDepth = val;
} \ No newline at end of file