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| ** |
| ** Copyright (C) 2014 NVIDIA Corporation. |
| ** Copyright (C) 2019 The Qt Company Ltd. |
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| ** This file is part of Qt 3D Studio. |
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| |
| #ifndef DEPTHPASS_GLSLIB |
| #define DEPTHPASS_GLSLIB 1 |
| |
| float calculateVertexDepth( vec2 cameraProperties, vec4 position ) |
| { |
| float camera_range = cameraProperties.y - cameraProperties.x; |
| return 1.0 - ((position.w - cameraProperties.x) / (camera_range)); |
| } |
| |
| #if __VERSION__ <= 120 |
| float modf(in float val, out float integer) |
| { |
| integer = floor(val); |
| return val - integer; |
| } |
| #endif |
| |
| vec4 outputDepth( float vert_depth ) |
| { |
| float integer_portion = 0.0; |
| float fraction = modf((vert_depth * 255.0), integer_portion); |
| return vec4( integer_portion / 255.0, fraction, 0, 1.0 ); |
| } |
| |
| float getDepthValue( vec4 depth_texture_sample, vec2 cameraProperties ) |
| { |
| |
| #if __VERSION__ >= 300 |
| float zNear = cameraProperties.x; |
| float zFar = cameraProperties.y; |
| float zRange = zFar - zNear; |
| float z_b = depth_texture_sample.x; |
| float z_n = 2.0 * z_b - 1.0; |
| float z_e = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zRange)); |
| return 1.0 - ((z_e - cameraProperties.x) / (zRange)); |
| #else |
| return depth_texture_sample.x + (depth_texture_sample.y / 255.0); |
| #endif |
| } |
| |
| float depthValueToLinearDistance( float depth_value, vec2 cameraProperties ) |
| { |
| float FarClipDistance = cameraProperties.y; |
| float NearClipDistance = cameraProperties.x; |
| float DepthRange = FarClipDistance - NearClipDistance; |
| float linearDepth = NearClipDistance + (DepthRange * (1.0 - depth_value)); |
| return linearDepth; |
| } |
| |
| #endif |