<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // ssao_mip_depth.frag // fragment shader // // Created by Olivier Prat on 4/18/18. // Copyright 2018 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/ShaderConstants.h@> LAYOUT(binding=GPU_TEXTURE_MIP_CREATION_INPUT) uniform sampler2D depthTexture; layout(location=0) in vec2 varTexCoord0; layout(location=0) out vec4 outFragColor; void main(void) { vec4 depths = textureGather(depthTexture, varTexCoord0); // Keep the minimum depth float outZ = min(depths.w, min(depths.z, min(depths.x, depths.y))); outFragColor = vec4(vec3(outZ), 1.0); }