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Diffstat (limited to 'res/effectlib/depthpass.glsllib')
-rw-r--r-- | res/effectlib/depthpass.glsllib | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/res/effectlib/depthpass.glsllib b/res/effectlib/depthpass.glsllib new file mode 100644 index 0000000..cbd45c2 --- /dev/null +++ b/res/effectlib/depthpass.glsllib @@ -0,0 +1,80 @@ +/**************************************************************************** +** +** Copyright (C) 2014 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef DEPTHPASS_GLSLIB +#define DEPTHPASS_GLSLIB 1 + +float calculateVertexDepth( vec2 camera_properties, vec4 position ) +{ + float camera_range = camera_properties.y - camera_properties.x; + return 1.0 - ((position.w - camera_properties.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 camera_properties ) +{ + +#if __VERSION__ >= 300 + float zNear = camera_properties.x; + float zFar = camera_properties.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 - camera_properties.x) / (zRange)); +#else + return depth_texture_sample.x + (depth_texture_sample.y / 255.0); +#endif +} + +float depthValueToLinearDistance( float depth_value, vec2 camera_properties ) +{ + float FarClipDistance = camera_properties.y; + float NearClipDistance = camera_properties.x; + float DepthRange = FarClipDistance - NearClipDistance; + float linearDepth = NearClipDistance + (DepthRange * (1.0 - depth_value)); + return linearDepth; +} + +#endif |