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/**
* Debug hiz down sampling pass.
* Output red if above any max pixels, blue otherwise.
*/
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
float depth0 = texelFetch(hiz_tx, texel, 0).r;
vec4 color = vec4(0.1, 0.1, 1.0, 1.0);
for (int i = 1; i < HIZ_MIP_COUNT; i++) {
ivec2 lvl_texel = texel / ivec2(uvec2(1) << uint(i));
lvl_texel = min(lvl_texel, textureSize(hiz_tx, i) - 1);
if (texelFetch(hiz_tx, lvl_texel, i).r < depth0) {
color = vec4(1.0, 0.1, 0.1, 1.0);
break;
}
}
out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
out_debug_color_mul = color;
}
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