/** * 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 /* On some AMD card / driver conbination, it is needed otherwise, * the shader does not write anything. */ #if defined(GPU_INTEL) || defined(GPU_ATI) 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 #if defined(GPU_INTEL) || defined(GPU_ATI) /* Use color format instead of 24bit depth texture */ fragColor = vec4(val); #endif gl_FragDepth = val; }