diff options
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.glsl | 66 |
1 files changed, 66 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..9f81206070b --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -0,0 +1,66 @@ +/** + * 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/ + **/ + +uniform sampler2D depthBuffer; + +out vec4 FragMinMax; + +vec2 sampleLowerMip(ivec2 texel) +{ +#ifdef INPUT_DEPTH + return texelFetch(depthBuffer, texel, 0).rr; +#else + return texelFetch(depthBuffer, texel, 0).rg; +#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); +} + +void main() +{ + vec2 val[2]; + ivec2 texelPos = ivec2(gl_FragCoord.xy); + ivec2 mipsize = textureSize(depthBuffer, 0); +#ifndef COPY_DEPTH + texelPos *= 2; +#endif + + val[0] = 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); + + /* 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 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); + } + val[1] = sampleLowerMip(texelPos + ivec2(0, -1)); + minmax(val); + val[1] = sampleLowerMip(texelPos + ivec2(1, -1)); + minmax(val); + } + /* 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); + } +#endif + + FragMinMax = vec4(val[0], 0.0, 1.0); +}
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