1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
/* Scene Depth texture copy for manual depth test. */
uniform sampler2D depthTex;
flat in vec2 edgeStart;
#ifndef SELECT_EDGES
in vec4 finalColor;
noperspective in vec2 edgePos;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
#endif
void main()
{
/* Needed only because of wireframe slider.
* If we could get rid of it would be nice because of performance drain of discard. */
if (edgeStart.r == -1.0) {
discard;
}
#ifndef SELECT_EDGES
lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos);
fragColor = finalColor;
# ifdef CUSTOM_DEPTH_BIAS
vec2 dir = lineOutput.xy * 2.0 - 1.0;
bool dir_horiz = abs(dir.x) > abs(dir.y);
vec2 uv = gl_FragCoord.xy * sizeViewportInv.xy;
float depth_occluder = texture(depthTex, uv).r;
float depth_min = depth_occluder;
if (dir_horiz) {
depth_min = min(depth_min, texture(depthTex, uv + vec2(-sizeViewportInv.x, 0.0)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(sizeViewportInv.x, 0.0)).r);
}
else {
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -sizeViewportInv.y)).r);
depth_min = min(depth_min, texture(depthTex, uv + vec2(0, sizeViewportInv.y)).r);
}
float delta = abs(depth_occluder - depth_min);
if (gl_FragCoord.z < (depth_occluder + delta) && gl_FragCoord.z > depth_occluder) {
gl_FragDepth = depth_occluder;
}
else {
gl_FragDepth = gl_FragCoord.z;
}
# endif
#endif
}
|