mirror of
https://github.com/JulianGro/overte.git
synced 2025-08-08 12:07:55 +02:00
28 lines
776 B
Text
28 lines
776 B
Text
<@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);
|
|
}
|