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-rw-r--r--res/effectlib/depthpass.glsllib50
1 files changed, 50 insertions, 0 deletions
diff --git a/res/effectlib/depthpass.glsllib b/res/effectlib/depthpass.glsllib
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+++ b/res/effectlib/depthpass.glsllib
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+#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));
+}
+
+vec4 outputDepth( float vert_depth )
+{
+ float integer_portion = 0.0;
+
+ float temp = vert_depth * 255.0;
+#if GLSL_100
+ //modf not supported on gles2 systems.
+ integer_portion = floor( vert_depth );
+ float fraction = vert_depth - integer_portion;
+#else
+ float fraction = modf((vert_depth * 255.0), integer_portion);
+#endif
+ 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