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1 | uniform mat4 worldViewProj; |
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2 | uniform vec4 texelOffsets; |
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3 | uniform vec4 depthRange; |
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4 | |
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5 | varying vec2 depth; |
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6 | |
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7 | void main() |
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8 | { |
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9 | gl_Position = ftransform(); |
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10 | |
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11 | // fix pixel / texel alignment |
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12 | gl_Position.xy += texelOffsets.zw * gl_Position.w; |
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13 | // linear depth storage |
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14 | // offset / scale range output |
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15 | #if LINEAR_RANGE |
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16 | depth.x = (gl_Position.z - depthRange.x) * depthRange.w; |
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17 | #else |
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18 | depth.x = gl_Position.z; |
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19 | #endif |
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20 | depth.y = gl_Position.w; |
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21 | |
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22 | |
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23 | } |
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24 | |
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