/**************************************************************************** ** ** 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