/** * 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/ * * Major simplification has been made since we pad the buffer to always be bigger than input to * avoid mipmapping misalignement. */ #ifdef LAYERED uniform sampler2DArray depthBuffer; uniform int depthLayer; #else uniform sampler2D depthBuffer; #endif #ifndef COPY_DEPTH uniform vec2 texelSize; #endif #ifdef LAYERED # define sampleLowerMip(t) texture(depthBuffer, vec3(t, depthLayer)).r # define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer)) #else # define sampleLowerMip(t) texture(depthBuffer, t).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() { vec2 texel = gl_FragCoord.xy; #ifdef COPY_DEPTH vec2 uv = texel / vec2(textureSize(depthBuffer, 0).xy); float val = sampleLowerMip(uv); #else /* NOTE(@fclem): textureSize() does not work the same on all implementations * when changing the min and max texture levels. Use uniform instead (see T87801). */ vec2 uv = texel * 2.0 * texelSize; vec4 samp; # ifdef GPU_ARB_texture_gather samp = gatherLowerMip(uv); # else samp.x = sampleLowerMip(uv + vec2(-0.5, -0.5) * texelSize); samp.y = sampleLowerMip(uv + vec2(-0.5, 0.5) * texelSize); samp.z = sampleLowerMip(uv + vec2(0.5, -0.5) * texelSize); samp.w = sampleLowerMip(uv + vec2(0.5, 0.5) * texelSize); # endif float val = minmax4(samp.x, samp.y, samp.z, samp.w); #endif #if defined(GPU_INTEL) || defined(GPU_ATI) /* Use color format instead of 24bit depth texture */ fragColor = vec4(val); #endif gl_FragDepth = val; }