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4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
57 lines
1.4 KiB
GLSL
57 lines
1.4 KiB
GLSL
/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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void main() {
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gl_Position = vertex_attrib;
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}
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/* clang-format off */
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[fragment]
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#ifdef MINIFY_START
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#define SDEPTH_TYPE highp sampler2D
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uniform float camera_z_far;
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uniform float camera_z_near;
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/* clang-format on */
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#else
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#define SDEPTH_TYPE mediump usampler2D
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#endif
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uniform SDEPTH_TYPE source_depth; //texunit:0
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uniform ivec2 from_size;
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uniform int source_mipmap;
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layout(location = 0) out mediump uint depth;
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void main() {
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ivec2 ssP = ivec2(gl_FragCoord.xy);
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// Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling.
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// On DX9, the bit-and can be implemented with floating-point modulo
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#ifdef MINIFY_START
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float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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fdepth = fdepth * 2.0 - 1.0;
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#ifdef USE_ORTHOGONAL_PROJECTION
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fdepth = ((fdepth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
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#else
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fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near));
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#endif
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fdepth /= camera_z_far;
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depth = uint(clamp(fdepth * 65535.0, 0.0, 65535.0));
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#else
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depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r;
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#endif
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}
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