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@ -3,16 +3,16 @@ |
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#version 450 |
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#version 450 |
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precision mediump int; |
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precision highp float; |
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layout(binding = 0) uniform sampler2D depth_tex; |
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layout(binding = 0) uniform sampler2D depth_tex; |
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layout(binding = 1) uniform isampler2D stencil_tex; |
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layout(binding = 1) uniform usampler2D stencil_tex; |
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layout(location = 0) out vec4 color; |
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layout(location = 0) out vec4 color; |
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void main() { |
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void main() { |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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ivec2 coord = ivec2(gl_FragCoord.xy); |
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uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); |
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uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
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highp uint depth_val = |
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highp uint depth_val = |
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); |
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uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); |
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; |
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; |
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