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