Merge branch 'raysan5:master' into master
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commit
89554a1b11
2 changed files with 784 additions and 30 deletions
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@ -1,26 +1,34 @@
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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uniform sampler2D depthTexture;
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uniform bool flipY;
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// NOTE: Add your custom variables here
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float nearPlane = 0.1;
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float farPlane = 100.0;
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// Function to linearize depth from non-linear depth buffer
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture2D(texture0, fragTexCoord).x;
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Sample depth texture
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float depth = texture2D(depthTexture, texCoord).r;
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// Calculate final fragment color
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gl_FragColor = vec4(depth, depth, depth, 1.0);
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// Linearize depth
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float linearDepth = linearizeDepth(depth);
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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}
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@ -2,26 +2,36 @@
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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uniform sampler2D depthTexture;
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uniform bool flipY;
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const float nearPlane = 0.1;
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const float farPlane = 100.0;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add your custom variables here
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// Linearizes the depth buffer value
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float linearizeDepth(float depth)
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{
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return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
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}
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void main()
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture(texture0, fragTexCoord).x;
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Sample depth
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float depth = texture(depthTexture, texCoord).r;
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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float linearDepth = linearizeDepth(depth);
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// Calculate final fragment color
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finalColor = vec4(depth, depth, depth, 1.0);
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// Output final color
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finalColor = vec4(vec3(linearDepth), 1.0);
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}
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