/** * Shader that down-sample 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 # define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer)) #else # define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r # define gatherLowerMip(t) textureGather(depthBuffer, t) #endif #ifdef MIN_PASS # define minmax2(a, b) min(a, b) # define minmax3(a, b, c) min(min(a, b), c) # define minmax4(a, b, c, d) min(min(min(a, b), c), d) #else /* MAX_PASS */ # define minmax2(a, b) max(a, b) # define minmax3(a, b, c) max(max(a, b), c) # define minmax4(a, b, c, d) max(max(max(a, b), c), d) #endif /* On some AMD card / driver combination, 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 #ifdef COPY_DEPTH float val = sampleLowerMip(texelPos); #else vec4 samp; # ifdef GPU_ARB_texture_gather /* + 1.0 to gather at the center of target 4 texels. */ samp = gatherLowerMip((vec2(texelPos) + 1.0) / vec2(mipsize)); # else samp.x = sampleLowerMip(texelPos); samp.y = sampleLowerMip(texelPos + ivec2(1, 0)); samp.z = sampleLowerMip(texelPos + ivec2(1, 1)); samp.w = sampleLowerMip(texelPos + ivec2(0, 1)); # endif float val = minmax4(samp.x, samp.y, samp.z, samp.w); /* 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)) { samp.x = sampleLowerMip(texelPos + ivec2(2, 2)); val = minmax2(val, samp.x); } # ifdef GPU_ARB_texture_gather samp = gatherLowerMip((vec2(texelPos) + vec2(2.0, 1.0)) / vec2(mipsize)); # else samp.y = sampleLowerMip(texelPos + ivec2(2, 0)); samp.z = sampleLowerMip(texelPos + ivec2(2, 1)); # endif val = minmax3(val, samp.y, samp.z); } /* if we are reducing an odd-height texture then fetch the edge texels */ if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { # ifdef GPU_ARB_texture_gather samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 2.0)) / vec2(mipsize)); # else samp.x = sampleLowerMip(texelPos + ivec2(0, 2)); samp.y = sampleLowerMip(texelPos + ivec2(1, 2)); # endif val = minmax3(val, samp.x, samp.y); } #endif #if defined(GPU_INTEL) || defined(GPU_ATI) /* Use color format instead of 24bit depth texture */ fragColor = vec4(val); #endif gl_FragDepth = val; }